2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
43 #define WINED3D_GLSL_SAMPLE_RECT 0x2
44 #define WINED3D_GLSL_SAMPLE_LOD 0x4
45 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
59 struct glsl_sample_function
67 HEAP_NODE_TRAVERSE_LEFT
,
68 HEAP_NODE_TRAVERSE_RIGHT
,
80 struct constant_entry
*entries
;
81 unsigned int *positions
;
85 /* GLSL shader private data */
86 struct shader_glsl_priv
{
87 struct wined3d_shader_buffer shader_buffer
;
88 struct wine_rb_tree program_lookup
;
89 struct glsl_shader_prog_link
*glsl_program
;
90 struct constant_heap vconst_heap
;
91 struct constant_heap pconst_heap
;
93 GLhandleARB depth_blt_program_full
[tex_type_count
];
94 GLhandleARB depth_blt_program_masked
[tex_type_count
];
95 UINT next_constant_version
;
98 /* Struct to maintain data about a linked GLSL program */
99 struct glsl_shader_prog_link
{
100 struct wine_rb_entry program_lookup_entry
;
101 struct list vshader_entry
;
102 struct list pshader_entry
;
103 GLhandleARB programId
;
104 GLint
*vuniformF_locations
;
105 GLint
*puniformF_locations
;
106 GLint vuniformI_locations
[MAX_CONST_I
];
107 GLint puniformI_locations
[MAX_CONST_I
];
108 GLint posFixup_location
;
109 GLint np2Fixup_location
;
110 GLint bumpenvmat_location
[MAX_TEXTURES
];
111 GLint luminancescale_location
[MAX_TEXTURES
];
112 GLint luminanceoffset_location
[MAX_TEXTURES
];
113 GLint ycorrection_location
;
114 GLenum vertex_color_clamp
;
115 const struct wined3d_shader
*vshader
;
116 const struct wined3d_shader
*pshader
;
117 struct vs_compile_args vs_args
;
118 struct ps_compile_args ps_args
;
119 UINT constant_version
;
120 const struct ps_np2fixup_info
*np2Fixup_info
;
123 struct glsl_program_key
125 const struct wined3d_shader
*vshader
;
126 const struct wined3d_shader
*pshader
;
127 struct ps_compile_args ps_args
;
128 struct vs_compile_args vs_args
;
131 struct shader_glsl_ctx_priv
{
132 const struct vs_compile_args
*cur_vs_args
;
133 const struct ps_compile_args
*cur_ps_args
;
134 struct ps_np2fixup_info
*cur_np2fixup_info
;
137 struct glsl_ps_compiled_shader
139 struct ps_compile_args args
;
140 struct ps_np2fixup_info np2fixup
;
144 struct glsl_pshader_private
146 struct glsl_ps_compiled_shader
*gl_shaders
;
147 UINT num_gl_shaders
, shader_array_size
;
150 struct glsl_vs_compiled_shader
152 struct vs_compile_args args
;
156 struct glsl_vshader_private
158 struct glsl_vs_compiled_shader
*gl_shaders
;
159 UINT num_gl_shaders
, shader_array_size
;
162 static const char *debug_gl_shader_type(GLenum type
)
166 #define WINED3D_TO_STR(u) case u: return #u
167 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB
);
168 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB
);
169 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB
);
170 #undef WINED3D_TO_STR
172 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
176 /* Extract a line from the info log.
177 * Note that this modifies the source string. */
178 static char *get_info_log_line(char **ptr
)
183 if (!(q
= strstr(p
, "\n")))
185 if (!*p
) return NULL
;
195 /** Prints the GLSL info log which will contain error messages if they exist */
196 /* GL locking is done by the caller */
197 static void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLhandleARB obj
)
199 int infologLength
= 0;
204 static const char * const spam
[] =
206 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
207 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx, with \n */
208 "Fragment shader was successfully compiled to run on hardware.", /* fglrx, no \n */
209 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
210 "Fragment shader(s) linked, vertex shader(s) linked. \n", /* fglrx, with \n */
211 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
212 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
213 "Vertex shader(s) linked, no fragment shader(s) defined. \n", /* fglrx, with \n */
214 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
215 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
216 "Fragment shader(s) linked, no vertex shader(s) defined. \n", /* fglrx, with \n */
217 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
220 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
222 GL_EXTCALL(glGetObjectParameterivARB(obj
,
223 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
226 /* A size of 1 is just a null-terminated string, so the log should be bigger than
227 * that if there are errors. */
228 if (infologLength
> 1)
232 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
233 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
235 infoLog
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, infologLength
);
236 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
239 for (i
= 0; i
< sizeof(spam
) / sizeof(*spam
); ++i
)
241 if (!strcmp(infoLog
, spam
[i
]))
251 TRACE("Spam received from GLSL shader #%u:\n", obj
);
252 while ((line
= get_info_log_line(&ptr
))) TRACE(" %s\n", line
);
256 FIXME("Error received from GLSL shader #%u:\n", obj
);
257 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
259 HeapFree(GetProcessHeap(), 0, infoLog
);
263 /* GL locking is done by the caller. */
264 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLhandleARB shader
, const char *src
)
266 TRACE("Compiling shader object %u.\n", shader
);
267 GL_EXTCALL(glShaderSourceARB(shader
, 1, &src
, NULL
));
268 checkGLcall("glShaderSourceARB");
269 GL_EXTCALL(glCompileShaderARB(shader
));
270 checkGLcall("glCompileShaderARB");
271 print_glsl_info_log(gl_info
, shader
);
274 /* GL locking is done by the caller. */
275 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
277 GLint i
, object_count
, source_size
= -1;
278 GLhandleARB
*objects
;
281 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_ATTACHED_OBJECTS_ARB
, &object_count
));
282 objects
= HeapAlloc(GetProcessHeap(), 0, object_count
* sizeof(*objects
));
285 ERR("Failed to allocate object array memory.\n");
289 GL_EXTCALL(glGetAttachedObjectsARB(program
, object_count
, NULL
, objects
));
290 for (i
= 0; i
< object_count
; ++i
)
295 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB
, &tmp
));
297 if (source_size
< tmp
)
299 HeapFree(GetProcessHeap(), 0, source
);
301 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
304 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
305 HeapFree(GetProcessHeap(), 0, objects
);
311 FIXME("Object %u:\n", objects
[i
]);
312 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SUBTYPE_ARB
, &tmp
));
313 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp
));
314 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_COMPILE_STATUS_ARB
, &tmp
));
315 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp
);
319 GL_EXTCALL(glGetShaderSourceARB(objects
[i
], source_size
, NULL
, source
));
320 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
324 HeapFree(GetProcessHeap(), 0, source
);
325 HeapFree(GetProcessHeap(), 0, objects
);
328 /* GL locking is done by the caller. */
329 static void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
333 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
335 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_TYPE_ARB
, &tmp
));
336 if (tmp
== GL_PROGRAM_OBJECT_ARB
)
338 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_LINK_STATUS_ARB
, &tmp
));
341 FIXME("Program %u link status invalid.\n", program
);
342 shader_glsl_dump_program_source(gl_info
, program
);
346 print_glsl_info_log(gl_info
, program
);
350 * Loads (pixel shader) samplers
352 /* GL locking is done by the caller */
353 static void shader_glsl_load_psamplers(const struct wined3d_gl_info
*gl_info
,
354 const DWORD
*tex_unit_map
, GLhandleARB programId
)
358 char sampler_name
[20];
360 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
361 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
362 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
363 if (name_loc
!= -1) {
364 DWORD mapped_unit
= tex_unit_map
[i
];
365 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.fragment_samplers
)
367 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
368 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
369 checkGLcall("glUniform1iARB");
371 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
377 /* GL locking is done by the caller */
378 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info
*gl_info
,
379 const DWORD
*tex_unit_map
, GLhandleARB programId
)
382 char sampler_name
[20];
385 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
386 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
387 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
388 if (name_loc
!= -1) {
389 DWORD mapped_unit
= tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
];
390 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.combined_samplers
)
392 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
393 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
394 checkGLcall("glUniform1iARB");
396 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
402 /* GL locking is done by the caller */
403 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
404 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
407 unsigned int heap_idx
= 1;
410 if (heap
->entries
[heap_idx
].version
<= version
) return;
412 idx
= heap
->entries
[heap_idx
].idx
;
413 if (constant_locations
[idx
] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
414 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
416 while (stack_idx
>= 0)
418 /* Note that we fall through to the next case statement. */
419 switch(stack
[stack_idx
])
421 case HEAP_NODE_TRAVERSE_LEFT
:
423 unsigned int left_idx
= heap_idx
<< 1;
424 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
427 idx
= heap
->entries
[heap_idx
].idx
;
428 if (constant_locations
[idx
] != -1)
429 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
431 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
432 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
437 case HEAP_NODE_TRAVERSE_RIGHT
:
439 unsigned int right_idx
= (heap_idx
<< 1) + 1;
440 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
442 heap_idx
= right_idx
;
443 idx
= heap
->entries
[heap_idx
].idx
;
444 if (constant_locations
[idx
] != -1)
445 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
447 stack
[stack_idx
++] = HEAP_NODE_POP
;
448 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
461 checkGLcall("walk_constant_heap()");
464 /* GL locking is done by the caller */
465 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
467 GLfloat clamped_constant
[4];
469 if (location
== -1) return;
471 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
472 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
473 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
474 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
476 GL_EXTCALL(glUniform4fvARB(location
, 1, clamped_constant
));
479 /* GL locking is done by the caller */
480 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
481 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
484 unsigned int heap_idx
= 1;
487 if (heap
->entries
[heap_idx
].version
<= version
) return;
489 idx
= heap
->entries
[heap_idx
].idx
;
490 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
491 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
493 while (stack_idx
>= 0)
495 /* Note that we fall through to the next case statement. */
496 switch(stack
[stack_idx
])
498 case HEAP_NODE_TRAVERSE_LEFT
:
500 unsigned int left_idx
= heap_idx
<< 1;
501 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
504 idx
= heap
->entries
[heap_idx
].idx
;
505 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
507 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
508 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
513 case HEAP_NODE_TRAVERSE_RIGHT
:
515 unsigned int right_idx
= (heap_idx
<< 1) + 1;
516 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
518 heap_idx
= right_idx
;
519 idx
= heap
->entries
[heap_idx
].idx
;
520 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
522 stack
[stack_idx
++] = HEAP_NODE_POP
;
523 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
536 checkGLcall("walk_constant_heap_clamped()");
539 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
540 /* GL locking is done by the caller */
541 static void shader_glsl_load_constantsF(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
542 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
543 unsigned char *stack
, UINT version
)
545 const local_constant
*lconst
;
547 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
548 if (shader
->reg_maps
.shader_version
.major
== 1
549 && shader_is_pshader_version(shader
->reg_maps
.shader_version
.type
))
550 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
552 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
554 if (!shader
->load_local_constsF
)
556 TRACE("No need to load local float constants for this shader\n");
560 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
561 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, local_constant
, entry
)
563 GLint location
= constant_locations
[lconst
->idx
];
564 /* We found this uniform name in the program - go ahead and send the data */
565 if (location
!= -1) GL_EXTCALL(glUniform4fvARB(location
, 1, (const GLfloat
*)lconst
->value
));
567 checkGLcall("glUniform4fvARB()");
570 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
571 /* GL locking is done by the caller */
572 static void shader_glsl_load_constantsI(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
573 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
578 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
580 if (!(constants_set
& 1)) continue;
582 TRACE_(d3d_constants
)("Loading constants %u: %i, %i, %i, %i\n",
583 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
585 /* We found this uniform name in the program - go ahead and send the data */
586 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
587 checkGLcall("glUniform4ivARB");
590 /* Load immediate constants */
591 ptr
= list_head(&shader
->constantsI
);
594 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
595 unsigned int idx
= lconst
->idx
;
596 const GLint
*values
= (const GLint
*)lconst
->value
;
598 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
599 values
[0], values
[1], values
[2], values
[3]);
601 /* We found this uniform name in the program - go ahead and send the data */
602 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
603 checkGLcall("glUniform4ivARB");
604 ptr
= list_next(&shader
->constantsI
, ptr
);
608 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
609 /* GL locking is done by the caller */
610 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
611 GLhandleARB programId
, const BOOL
*constants
, WORD constants_set
)
619 switch (shader
->reg_maps
.shader_version
.type
)
621 case WINED3D_SHADER_TYPE_VERTEX
:
625 case WINED3D_SHADER_TYPE_GEOMETRY
:
629 case WINED3D_SHADER_TYPE_PIXEL
:
634 FIXME("Unknown shader type %#x.\n",
635 shader
->reg_maps
.shader_version
.type
);
640 /* TODO: Benchmark and see if it would be beneficial to store the
641 * locations of the constants to avoid looking up each time */
642 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
644 if (!(constants_set
& 1)) continue;
646 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
648 /* TODO: Benchmark and see if it would be beneficial to store the
649 * locations of the constants to avoid looking up each time */
650 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
651 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
654 /* We found this uniform name in the program - go ahead and send the data */
655 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
656 checkGLcall("glUniform1ivARB");
660 /* Load immediate constants */
661 ptr
= list_head(&shader
->constantsB
);
664 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
665 unsigned int idx
= lconst
->idx
;
666 const GLint
*values
= (const GLint
*)lconst
->value
;
668 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
670 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
671 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
673 /* We found this uniform name in the program - go ahead and send the data */
674 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
675 checkGLcall("glUniform1ivARB");
677 ptr
= list_next(&shader
->constantsB
, ptr
);
681 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
683 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
687 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
689 /* GL locking is done by the caller (state handler) */
690 static void shader_glsl_load_np2fixup_constants(void *shader_priv
,
691 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
693 struct shader_glsl_priv
*glsl_priv
= shader_priv
;
694 const struct glsl_shader_prog_link
*prog
= glsl_priv
->glsl_program
;
696 /* No GLSL program set - nothing to do. */
699 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
700 if (!use_ps(state
)) return;
702 if (prog
->ps_args
.np2_fixup
&& prog
->np2Fixup_location
!= -1)
705 UINT fixup
= prog
->ps_args
.np2_fixup
;
706 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
708 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
710 const struct wined3d_texture
*tex
= state
->textures
[i
];
711 const unsigned char idx
= prog
->np2Fixup_info
->idx
[i
];
712 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
716 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
722 tex_dim
[2] = tex
->pow2_matrix
[0];
723 tex_dim
[3] = tex
->pow2_matrix
[5];
727 tex_dim
[0] = tex
->pow2_matrix
[0];
728 tex_dim
[1] = tex
->pow2_matrix
[5];
732 GL_EXTCALL(glUniform4fvARB(prog
->np2Fixup_location
, prog
->np2Fixup_info
->num_consts
, np2fixup_constants
));
737 * Loads the app-supplied constants into the currently set GLSL program.
739 /* GL locking is done by the caller (state handler) */
740 static void shader_glsl_load_constants(const struct wined3d_context
*context
,
741 char usePixelShader
, char useVertexShader
)
743 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
744 struct wined3d_device
*device
= context
->swapchain
->device
;
745 struct wined3d_stateblock
*stateBlock
= device
->stateBlock
;
746 struct shader_glsl_priv
*priv
= device
->shader_priv
;
747 float position_fixup
[4];
749 GLhandleARB programId
;
750 struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
751 UINT constant_version
;
755 /* No GLSL program set - nothing to do. */
758 programId
= prog
->programId
;
759 constant_version
= prog
->constant_version
;
763 const struct wined3d_shader
*vshader
= stateBlock
->state
.vertex_shader
;
765 /* Load DirectX 9 float constants/uniforms for vertex shader */
766 shader_glsl_load_constantsF(vshader
, gl_info
, stateBlock
->state
.vs_consts_f
,
767 prog
->vuniformF_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
769 /* Load DirectX 9 integer constants/uniforms for vertex shader */
770 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vuniformI_locations
, stateBlock
->state
.vs_consts_i
,
771 stateBlock
->changed
.vertexShaderConstantsI
& vshader
->reg_maps
.integer_constants
);
773 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
774 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, stateBlock
->state
.vs_consts_b
,
775 stateBlock
->changed
.vertexShaderConstantsB
& vshader
->reg_maps
.boolean_constants
);
777 /* Upload the position fixup params */
778 shader_get_position_fixup(context
, &stateBlock
->state
, position_fixup
);
779 GL_EXTCALL(glUniform4fvARB(prog
->posFixup_location
, 1, position_fixup
));
780 checkGLcall("glUniform4fvARB");
785 const struct wined3d_shader
*pshader
= stateBlock
->state
.pixel_shader
;
787 /* Load DirectX 9 float constants/uniforms for pixel shader */
788 shader_glsl_load_constantsF(pshader
, gl_info
, stateBlock
->state
.ps_consts_f
,
789 prog
->puniformF_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
791 /* Load DirectX 9 integer constants/uniforms for pixel shader */
792 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->puniformI_locations
, stateBlock
->state
.ps_consts_i
,
793 stateBlock
->changed
.pixelShaderConstantsI
& pshader
->reg_maps
.integer_constants
);
795 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
796 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, stateBlock
->state
.ps_consts_b
,
797 stateBlock
->changed
.pixelShaderConstantsB
& pshader
->reg_maps
.boolean_constants
);
799 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
800 * It can't be 0 for a valid texbem instruction.
802 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
805 if(prog
->bumpenvmat_location
[i
] == -1) continue;
807 data
= (const float *)&stateBlock
->state
.texture_states
[i
][WINED3DTSS_BUMPENVMAT00
];
808 GL_EXTCALL(glUniformMatrix2fvARB(prog
->bumpenvmat_location
[i
], 1, 0, data
));
809 checkGLcall("glUniformMatrix2fvARB");
811 /* texbeml needs the luminance scale and offset too. If texbeml
812 * is used, needsbumpmat is set too, so we can check that in the
813 * needsbumpmat check. */
814 if (prog
->luminancescale_location
[i
] != -1)
816 const GLfloat
*scale
= (const GLfloat
*)&stateBlock
->state
.texture_states
[i
][WINED3DTSS_BUMPENVLSCALE
];
817 const GLfloat
*offset
= (const GLfloat
*)&stateBlock
->state
.texture_states
[i
][WINED3DTSS_BUMPENVLOFFSET
];
819 GL_EXTCALL(glUniform1fvARB(prog
->luminancescale_location
[i
], 1, scale
));
820 checkGLcall("glUniform1fvARB");
821 GL_EXTCALL(glUniform1fvARB(prog
->luminanceoffset_location
[i
], 1, offset
));
822 checkGLcall("glUniform1fvARB");
826 if (prog
->ycorrection_location
!= -1)
828 float correction_params
[4];
830 if (context
->render_offscreen
)
832 correction_params
[0] = 0.0f
;
833 correction_params
[1] = 1.0f
;
835 /* position is window relative, not viewport relative */
836 correction_params
[0] = (float) context
->current_rt
->resource
.height
;
837 correction_params
[1] = -1.0f
;
839 GL_EXTCALL(glUniform4fvARB(prog
->ycorrection_location
, 1, correction_params
));
843 if (priv
->next_constant_version
== UINT_MAX
)
845 TRACE("Max constant version reached, resetting to 0.\n");
846 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
847 priv
->next_constant_version
= 1;
851 prog
->constant_version
= priv
->next_constant_version
++;
855 static void update_heap_entry(const struct constant_heap
*heap
, unsigned int idx
,
856 unsigned int heap_idx
, DWORD new_version
)
858 struct constant_entry
*entries
= heap
->entries
;
859 unsigned int *positions
= heap
->positions
;
860 unsigned int parent_idx
;
864 parent_idx
= heap_idx
>> 1;
866 if (new_version
<= entries
[parent_idx
].version
) break;
868 entries
[heap_idx
] = entries
[parent_idx
];
869 positions
[entries
[parent_idx
].idx
] = heap_idx
;
870 heap_idx
= parent_idx
;
873 entries
[heap_idx
].version
= new_version
;
874 entries
[heap_idx
].idx
= idx
;
875 positions
[idx
] = heap_idx
;
878 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
880 struct shader_glsl_priv
*priv
= device
->shader_priv
;
881 struct constant_heap
*heap
= &priv
->vconst_heap
;
884 for (i
= start
; i
< count
+ start
; ++i
)
886 if (!device
->stateBlock
->changed
.vertexShaderConstantsF
[i
])
887 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
889 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
893 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
895 struct shader_glsl_priv
*priv
= device
->shader_priv
;
896 struct constant_heap
*heap
= &priv
->pconst_heap
;
899 for (i
= start
; i
< count
+ start
; ++i
)
901 if (!device
->stateBlock
->changed
.pixelShaderConstantsF
[i
])
902 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
904 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
908 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
910 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
911 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
912 if(shader_major
> 3) return ret
;
914 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
915 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
919 /** Generate the variable & register declarations for the GLSL output target */
920 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
921 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
922 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
924 const struct wined3d_state
*state
= &shader
->device
->stateBlock
->state
;
925 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
926 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
927 const struct wined3d_fb_state
*fb
= &shader
->device
->fb
;
928 unsigned int i
, extra_constants_needed
= 0;
929 const local_constant
*lconst
;
932 /* There are some minor differences between pixel and vertex shaders */
933 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
934 char prefix
= pshader
? 'P' : 'V';
936 /* Prototype the subroutines */
937 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
939 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
942 /* Declare the constants (aka uniforms) */
943 if (shader
->limits
.constant_float
> 0)
945 unsigned max_constantsF
;
946 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
947 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
948 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
949 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
950 * a dx9 card, as long as it doesn't also use all the other constants.
952 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
953 * declare only the amount that we're assured to have.
955 * Thus we run into problems in these two cases:
956 * 1) The shader really uses more uniforms than supported
957 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
961 /* No indirect addressing here. */
962 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
966 if (reg_maps
->usesrelconstF
)
968 /* Subtract the other potential uniforms from the max
969 * available (bools, ints, and 1 row of projection matrix).
970 * Subtract another uniform for immediate values, which have
971 * to be loaded via uniform by the driver as well. The shader
972 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
973 * shader code, so one vec4 should be enough. (Unfortunately
974 * the Nvidia driver doesn't store 128 and -128 in one float).
976 * Writing gl_ClipVertex requires one uniform for each
977 * clipplane as well. */
978 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
979 if(ctx_priv
->cur_vs_args
->clip_enabled
)
981 max_constantsF
-= gl_info
->limits
.clipplanes
;
983 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
984 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
985 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
986 * for now take this into account when calculating the number of available constants
988 max_constantsF
-= count_bits(reg_maps
->boolean_constants
);
989 /* Set by driver quirks in directx.c */
990 max_constantsF
-= gl_info
->reserved_glsl_constants
;
994 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
997 max_constantsF
= min(shader
->limits
.constant_float
, max_constantsF
);
998 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
1001 /* Always declare the full set of constants, the compiler can remove the
1002 * unused ones because d3d doesn't (yet) support indirect int and bool
1003 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1004 if (shader
->limits
.constant_int
> 0 && reg_maps
->integer_constants
)
1005 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, shader
->limits
.constant_int
);
1007 if (shader
->limits
.constant_bool
> 0 && reg_maps
->boolean_constants
)
1008 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, shader
->limits
.constant_bool
);
1012 shader_addline(buffer
, "uniform vec4 posFixup;\n");
1013 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
1017 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1019 if (!(map
& 1)) continue;
1021 shader_addline(buffer
, "uniform mat2 bumpenvmat%d;\n", i
);
1023 if (reg_maps
->luminanceparams
& (1 << i
))
1025 shader_addline(buffer
, "uniform float luminancescale%d;\n", i
);
1026 shader_addline(buffer
, "uniform float luminanceoffset%d;\n", i
);
1027 extra_constants_needed
++;
1030 extra_constants_needed
++;
1033 if (ps_args
->srgb_correction
)
1035 shader_addline(buffer
, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1036 srgb_pow
, srgb_mul_high
, srgb_sub_high
, srgb_mul_low
);
1037 shader_addline(buffer
, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1040 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1042 if (shader
->limits
.constant_float
+ extra_constants_needed
1043 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1045 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1046 extra_constants_needed
++;
1050 /* This happens because we do not have proper tracking of the constant registers that are
1051 * actually used, only the max limit of the shader version
1053 FIXME("Cannot find a free uniform for vpos correction params\n");
1054 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1055 context
->render_offscreen
? 0.0f
: fb
->render_targets
[0]->resource
.height
,
1056 context
->render_offscreen
? 1.0f
: -1.0f
);
1058 shader_addline(buffer
, "vec4 vpos;\n");
1062 /* Declare texture samplers */
1063 for (i
= 0; i
< shader
->limits
.sampler
; ++i
)
1065 if (reg_maps
->sampler_type
[i
])
1067 const struct wined3d_texture
*texture
;
1069 switch (reg_maps
->sampler_type
[i
])
1072 if (pshader
&& ps_args
->shadow
& (1 << i
))
1073 shader_addline(buffer
, "uniform sampler1DShadow %csampler%u;\n", prefix
, i
);
1075 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
1078 texture
= state
->textures
[i
];
1079 if (pshader
&& ps_args
->shadow
& (1 << i
))
1081 if (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
1082 shader_addline(buffer
, "uniform sampler2DRectShadow %csampler%u;\n", prefix
, i
);
1084 shader_addline(buffer
, "uniform sampler2DShadow %csampler%u;\n", prefix
, i
);
1088 if (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
1089 shader_addline(buffer
, "uniform sampler2DRect %csampler%u;\n", prefix
, i
);
1091 shader_addline(buffer
, "uniform sampler2D %csampler%u;\n", prefix
, i
);
1094 case WINED3DSTT_CUBE
:
1095 if (pshader
&& ps_args
->shadow
& (1 << i
)) FIXME("Unsupported Cube shadow sampler.\n");
1096 shader_addline(buffer
, "uniform samplerCube %csampler%u;\n", prefix
, i
);
1098 case WINED3DSTT_VOLUME
:
1099 if (pshader
&& ps_args
->shadow
& (1 << i
)) FIXME("Unsupported 3D shadow sampler.\n");
1100 shader_addline(buffer
, "uniform sampler3D %csampler%u;\n", prefix
, i
);
1103 shader_addline(buffer
, "uniform unsupported_sampler %csampler%u;\n", prefix
, i
);
1104 FIXME("Unrecognized sampler type: %#x\n", reg_maps
->sampler_type
[i
]);
1110 /* Declare uniforms for NP2 texcoord fixup:
1111 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
1112 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
1113 * Modern cards just skip the code anyway, so put it inside a separate loop. */
1114 if (pshader
&& ps_args
->np2_fixup
) {
1116 struct ps_np2fixup_info
* const fixup
= ctx_priv
->cur_np2fixup_info
;
1119 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1120 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1121 * samplerNP2Fixup stores texture dimensions and is updated through
1122 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1124 for (i
= 0; i
< shader
->limits
.sampler
; ++i
)
1126 if (reg_maps
->sampler_type
[i
])
1128 if (!(ps_args
->np2_fixup
& (1 << i
))) continue;
1130 if (WINED3DSTT_2D
!= reg_maps
->sampler_type
[i
]) {
1131 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1135 fixup
->idx
[i
] = cur
++;
1139 fixup
->num_consts
= (cur
+ 1) >> 1;
1140 shader_addline(buffer
, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1143 /* Declare address variables */
1144 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1146 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1149 /* Declare texture coordinate temporaries and initialize them */
1150 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1152 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1155 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1156 * helper function shader that is linked in at link time
1158 if (pshader
&& reg_maps
->shader_version
.major
>= 3)
1162 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps
->shader_version
.major
, gl_info
));
1164 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1165 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1166 * pixel shader that reads the fixed function color into the packed input registers.
1168 shader_addline(buffer
, "vec4 IN[%u];\n", vec4_varyings(reg_maps
->shader_version
.major
, gl_info
));
1172 /* Declare output register temporaries */
1173 if (shader
->limits
.packed_output
)
1174 shader_addline(buffer
, "vec4 OUT[%u];\n", shader
->limits
.packed_output
);
1176 /* Declare temporary variables */
1177 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1179 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1182 /* Declare attributes */
1183 if (reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1185 for (i
= 0, map
= reg_maps
->input_registers
; map
; map
>>= 1, ++i
)
1187 if (map
& 1) shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
1191 /* Declare loop registers aLx */
1192 for (i
= 0; i
< reg_maps
->loop_depth
; i
++) {
1193 shader_addline(buffer
, "int aL%u;\n", i
);
1194 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1197 /* Temporary variables for matrix operations */
1198 shader_addline(buffer
, "vec4 tmp0;\n");
1199 shader_addline(buffer
, "vec4 tmp1;\n");
1201 /* Local constants use a different name so they can be loaded once at shader link time
1202 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1203 * float -> string conversion can cause precision loss.
1205 if (!shader
->load_local_constsF
)
1207 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, local_constant
, entry
)
1209 shader_addline(buffer
, "uniform vec4 %cLC%u;\n", prefix
, lconst
->idx
);
1213 /* Start the main program */
1214 shader_addline(buffer
, "void main() {\n");
1215 if(pshader
&& reg_maps
->vpos
) {
1216 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1217 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1218 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1219 * precision troubles when we just subtract 0.5.
1221 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1223 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1225 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1226 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1227 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1228 * correctly on drivers that returns integer values.
1230 shader_addline(buffer
, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1234 /*****************************************************************************
1235 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1237 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1238 ****************************************************************************/
1241 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1242 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
1244 /** Used for opcode modifiers - They multiply the result by the specified amount */
1245 static const char * const shift_glsl_tab
[] = {
1247 "2.0 * ", /* 1 (x2) */
1248 "4.0 * ", /* 2 (x4) */
1249 "8.0 * ", /* 3 (x8) */
1250 "16.0 * ", /* 4 (x16) */
1251 "32.0 * ", /* 5 (x32) */
1258 "0.0625 * ", /* 12 (d16) */
1259 "0.125 * ", /* 13 (d8) */
1260 "0.25 * ", /* 14 (d4) */
1261 "0.5 * " /* 15 (d2) */
1264 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1265 static void shader_glsl_gen_modifier(DWORD src_modifier
, const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1269 switch (src_modifier
)
1271 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1272 case WINED3DSPSM_DW
:
1273 case WINED3DSPSM_NONE
:
1274 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1276 case WINED3DSPSM_NEG
:
1277 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1279 case WINED3DSPSM_NOT
:
1280 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1282 case WINED3DSPSM_BIAS
:
1283 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1285 case WINED3DSPSM_BIASNEG
:
1286 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1288 case WINED3DSPSM_SIGN
:
1289 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1291 case WINED3DSPSM_SIGNNEG
:
1292 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1294 case WINED3DSPSM_COMP
:
1295 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1297 case WINED3DSPSM_X2
:
1298 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1300 case WINED3DSPSM_X2NEG
:
1301 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1303 case WINED3DSPSM_ABS
:
1304 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1306 case WINED3DSPSM_ABSNEG
:
1307 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1310 FIXME("Unhandled modifier %u\n", src_modifier
);
1311 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1315 /** Writes the GLSL variable name that corresponds to the register that the
1316 * DX opcode parameter is trying to access */
1317 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1318 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1320 /* oPos, oFog and oPts in D3D */
1321 static const char * const hwrastout_reg_names
[] = {"OUT[10]", "OUT[11].x", "OUT[11].y"};
1323 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1324 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1325 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1326 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
1332 case WINED3DSPR_TEMP
:
1333 sprintf(register_name
, "R%u", reg
->idx
);
1336 case WINED3DSPR_INPUT
:
1337 /* vertex shaders */
1340 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1341 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
1342 sprintf(register_name
, "attrib%u", reg
->idx
);
1346 /* pixel shaders >= 3.0 */
1347 if (reg_maps
->shader_version
.major
>= 3)
1349 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
];
1350 unsigned int in_count
= vec4_varyings(reg_maps
->shader_version
.major
, gl_info
);
1354 struct glsl_src_param rel_param
;
1356 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1358 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1359 * operation there */
1362 if (shader
->u
.ps
.declared_in_count
> in_count
)
1364 sprintf(register_name
,
1365 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1366 rel_param
.param_str
, idx
, in_count
- 1, rel_param
.param_str
, idx
, in_count
,
1367 rel_param
.param_str
, idx
);
1371 sprintf(register_name
, "IN[%s + %u]", rel_param
.param_str
, idx
);
1376 if (shader
->u
.ps
.declared_in_count
> in_count
)
1378 sprintf(register_name
, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1379 rel_param
.param_str
, in_count
- 1, rel_param
.param_str
, in_count
,
1380 rel_param
.param_str
);
1384 sprintf(register_name
, "IN[%s]", rel_param
.param_str
);
1390 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1391 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1392 else sprintf(register_name
, "IN[%u]", idx
);
1397 if (!reg
->idx
) strcpy(register_name
, "gl_Color");
1398 else strcpy(register_name
, "gl_SecondaryColor");
1403 case WINED3DSPR_CONST
:
1405 const char prefix
= pshader
? 'P' : 'V';
1407 /* Relative addressing */
1410 struct glsl_src_param rel_param
;
1411 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1412 if (reg
->idx
) sprintf(register_name
, "%cC[%s + %u]", prefix
, rel_param
.param_str
, reg
->idx
);
1413 else sprintf(register_name
, "%cC[%s]", prefix
, rel_param
.param_str
);
1417 if (shader_constant_is_local(shader
, reg
->idx
))
1418 sprintf(register_name
, "%cLC%u", prefix
, reg
->idx
);
1420 sprintf(register_name
, "%cC[%u]", prefix
, reg
->idx
);
1425 case WINED3DSPR_CONSTINT
:
1426 if (pshader
) sprintf(register_name
, "PI[%u]", reg
->idx
);
1427 else sprintf(register_name
, "VI[%u]", reg
->idx
);
1430 case WINED3DSPR_CONSTBOOL
:
1431 if (pshader
) sprintf(register_name
, "PB[%u]", reg
->idx
);
1432 else sprintf(register_name
, "VB[%u]", reg
->idx
);
1435 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1436 if (pshader
) sprintf(register_name
, "T%u", reg
->idx
);
1437 else sprintf(register_name
, "A%u", reg
->idx
);
1440 case WINED3DSPR_LOOP
:
1441 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
1444 case WINED3DSPR_SAMPLER
:
1445 if (pshader
) sprintf(register_name
, "Psampler%u", reg
->idx
);
1446 else sprintf(register_name
, "Vsampler%u", reg
->idx
);
1449 case WINED3DSPR_COLOROUT
:
1450 if (reg
->idx
>= gl_info
->limits
.buffers
)
1451 WARN("Write to render target %u, only %d supported.\n", reg
->idx
, gl_info
->limits
.buffers
);
1453 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
);
1456 case WINED3DSPR_RASTOUT
:
1457 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
]);
1460 case WINED3DSPR_DEPTHOUT
:
1461 sprintf(register_name
, "gl_FragDepth");
1464 case WINED3DSPR_ATTROUT
:
1465 if (!reg
->idx
) sprintf(register_name
, "OUT[8]");
1466 else sprintf(register_name
, "OUT[9]");
1469 case WINED3DSPR_TEXCRDOUT
:
1470 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1471 sprintf(register_name
, "OUT[%u]", reg
->idx
);
1474 case WINED3DSPR_MISCTYPE
:
1478 sprintf(register_name
, "vpos");
1480 else if (reg
->idx
== 1)
1482 /* Note that gl_FrontFacing is a bool, while vFace is
1483 * a float for which the sign determines front/back */
1484 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1488 FIXME("Unhandled misctype register %d\n", reg
->idx
);
1489 sprintf(register_name
, "unrecognized_register");
1493 case WINED3DSPR_IMMCONST
:
1494 switch (reg
->immconst_type
)
1496 case WINED3D_IMMCONST_SCALAR
:
1497 sprintf(register_name
, "%.8e", *(const float *)reg
->immconst_data
);
1500 case WINED3D_IMMCONST_VEC4
:
1501 sprintf(register_name
, "vec4(%.8e, %.8e, %.8e, %.8e)",
1502 *(const float *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1503 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
1507 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1508 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1513 FIXME("Unhandled register name Type(%d)\n", reg
->type
);
1514 sprintf(register_name
, "unrecognized_register");
1519 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1522 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1523 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1524 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1525 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1529 /* Get the GLSL write mask for the destination register */
1530 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1532 DWORD mask
= param
->write_mask
;
1534 if (shader_is_scalar(¶m
->reg
))
1536 mask
= WINED3DSP_WRITEMASK_0
;
1541 shader_glsl_write_mask_to_str(mask
, write_mask
);
1547 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1548 unsigned int size
= 0;
1550 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1551 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1552 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1553 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1558 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1560 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1561 * but addressed as "rgba". To fix this we need to swap the register's x
1562 * and z components. */
1563 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1566 /* swizzle bits fields: wwzzyyxx */
1567 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1568 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1569 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1570 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1574 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1575 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1577 if (shader_is_scalar(¶m
->reg
))
1578 *swizzle_str
= '\0';
1580 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1583 /* From a given parameter token, generate the corresponding GLSL string.
1584 * Also, return the actual register name and swizzle in case the
1585 * caller needs this information as well. */
1586 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1587 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
1589 BOOL is_color
= FALSE
;
1590 char swizzle_str
[6];
1592 glsl_src
->reg_name
[0] = '\0';
1593 glsl_src
->param_str
[0] = '\0';
1594 swizzle_str
[0] = '\0';
1596 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
1597 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1598 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1601 /* From a given parameter token, generate the corresponding GLSL string.
1602 * Also, return the actual register name and swizzle in case the
1603 * caller needs this information as well. */
1604 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1605 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
1607 BOOL is_color
= FALSE
;
1609 glsl_dst
->mask_str
[0] = '\0';
1610 glsl_dst
->reg_name
[0] = '\0';
1612 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
1613 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1616 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1617 static DWORD
shader_glsl_append_dst_ext(struct wined3d_shader_buffer
*buffer
,
1618 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
)
1620 struct glsl_dst_param glsl_dst
;
1623 mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
);
1624 if (mask
) shader_addline(buffer
, "%s%s = %s(", glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1629 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1630 static DWORD
shader_glsl_append_dst(struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
1632 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
1635 /** Process GLSL instruction modifiers */
1636 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1638 struct glsl_dst_param dst_param
;
1641 if (!ins
->dst_count
) return;
1643 modifiers
= ins
->dst
[0].modifiers
;
1644 if (!modifiers
) return;
1646 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1648 if (modifiers
& WINED3DSPDM_SATURATE
)
1650 /* _SAT means to clamp the value of the register to between 0 and 1 */
1651 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1652 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1655 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1657 FIXME("_centroid modifier not handled\n");
1660 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1662 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1666 static inline const char *shader_get_comp_op(DWORD op
)
1669 case COMPARISON_GT
: return ">";
1670 case COMPARISON_EQ
: return "==";
1671 case COMPARISON_GE
: return ">=";
1672 case COMPARISON_LT
: return "<";
1673 case COMPARISON_NE
: return "!=";
1674 case COMPARISON_LE
: return "<=";
1676 FIXME("Unrecognized comparison value: %u\n", op
);
1681 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
1682 DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
1684 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ctx
->reg_maps
->sampler_type
[sampler_idx
];
1685 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1686 BOOL shadow
= shader_is_pshader_version(ctx
->reg_maps
->shader_version
.type
)
1687 && (((const struct shader_glsl_ctx_priv
*)ctx
->backend_data
)->cur_ps_args
->shadow
& (1 << sampler_idx
));
1688 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1689 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_RECT
;
1690 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1691 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
1693 /* Note that there's no such thing as a projected cube texture. */
1694 switch(sampler_type
) {
1700 sample_function
->name
= projected
? "shadow1DProjLod" : "shadow1DLod";
1704 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1705 sample_function
->name
= projected
? "shadow1DProjGrad" : "shadow1DGrad";
1706 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1707 sample_function
->name
= projected
? "shadow1DProjGradARB" : "shadow1DGradARB";
1710 FIXME("Unsupported 1D shadow grad function.\n");
1711 sample_function
->name
= "unsupported1DGrad";
1716 sample_function
->name
= projected
? "shadow1DProj" : "shadow1D";
1718 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1724 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1728 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1729 sample_function
->name
= projected
? "texture1DProjGrad" : "texture1DGrad";
1730 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1731 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1734 FIXME("Unsupported 1D grad function.\n");
1735 sample_function
->name
= "unsupported1DGrad";
1740 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1742 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1753 sample_function
->name
= projected
? "shadow2DRectProjLod" : "shadow2DRectLod";
1757 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1758 sample_function
->name
= projected
? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1759 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1760 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1763 FIXME("Unsupported RECT shadow grad function.\n");
1764 sample_function
->name
= "unsupported2DRectGrad";
1769 sample_function
->name
= projected
? "shadow2DRectProj" : "shadow2DRect";
1776 sample_function
->name
= projected
? "shadow2DProjLod" : "shadow2DLod";
1780 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1781 sample_function
->name
= projected
? "shadow2DProjGrad" : "shadow2DGrad";
1782 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1783 sample_function
->name
= projected
? "shadow2DProjGradARB" : "shadow2DGradARB";
1786 FIXME("Unsupported 2D shadow grad function.\n");
1787 sample_function
->name
= "unsupported2DGrad";
1792 sample_function
->name
= projected
? "shadow2DProj" : "shadow2D";
1795 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1803 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
1807 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1808 sample_function
->name
= projected
? "texture2DRectProjGrad" : "texture2DRectGrad";
1809 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1810 sample_function
->name
= projected
? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1813 FIXME("Unsupported RECT grad function.\n");
1814 sample_function
->name
= "unsupported2DRectGrad";
1819 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1826 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
1830 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1831 sample_function
->name
= projected
? "texture2DProjGrad" : "texture2DGrad";
1832 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1833 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
1836 FIXME("Unsupported 2D grad function.\n");
1837 sample_function
->name
= "unsupported2DGrad";
1842 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1845 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1849 case WINED3DSTT_CUBE
:
1852 FIXME("Unsupported Cube shadow function.\n");
1853 sample_function
->name
= "unsupportedCubeShadow";
1854 sample_function
->coord_mask
= 0;
1860 sample_function
->name
= "textureCubeLod";
1864 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1865 sample_function
->name
= "textureCubeGrad";
1866 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1867 sample_function
->name
= "textureCubeGradARB";
1870 FIXME("Unsupported Cube grad function.\n");
1871 sample_function
->name
= "unsupportedCubeGrad";
1876 sample_function
->name
= "textureCube";
1878 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1882 case WINED3DSTT_VOLUME
:
1885 FIXME("Unsupported 3D shadow function.\n");
1886 sample_function
->name
= "unsupported3DShadow";
1887 sample_function
->coord_mask
= 0;
1893 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
1897 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1898 sample_function
->name
= projected
? "texture3DProjGrad" : "texture3DGrad";
1899 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1900 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
1903 FIXME("Unsupported 3D grad function.\n");
1904 sample_function
->name
= "unsupported3DGrad";
1909 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1911 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1916 sample_function
->name
= "";
1917 sample_function
->coord_mask
= 0;
1918 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1923 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
1924 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
1926 switch(channel_source
)
1928 case CHANNEL_SOURCE_ZERO
:
1929 strcat(arguments
, "0.0");
1932 case CHANNEL_SOURCE_ONE
:
1933 strcat(arguments
, "1.0");
1936 case CHANNEL_SOURCE_X
:
1937 strcat(arguments
, reg_name
);
1938 strcat(arguments
, ".x");
1941 case CHANNEL_SOURCE_Y
:
1942 strcat(arguments
, reg_name
);
1943 strcat(arguments
, ".y");
1946 case CHANNEL_SOURCE_Z
:
1947 strcat(arguments
, reg_name
);
1948 strcat(arguments
, ".z");
1951 case CHANNEL_SOURCE_W
:
1952 strcat(arguments
, reg_name
);
1953 strcat(arguments
, ".w");
1957 FIXME("Unhandled channel source %#x\n", channel_source
);
1958 strcat(arguments
, "undefined");
1962 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
1965 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
1967 struct wined3d_shader_dst_param dst
;
1968 unsigned int mask_size
, remaining
;
1969 struct glsl_dst_param dst_param
;
1970 char arguments
[256];
1974 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1975 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1976 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1977 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1978 mask
&= ins
->dst
[0].write_mask
;
1980 if (!mask
) return; /* Nothing to do */
1982 if (is_complex_fixup(fixup
))
1984 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
1985 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
1989 mask_size
= shader_glsl_get_write_mask_size(mask
);
1992 dst
.write_mask
= mask
;
1993 shader_glsl_add_dst_param(ins
, &dst
, &dst_param
);
1995 arguments
[0] = '\0';
1996 remaining
= mask_size
;
1997 if (mask
& WINED3DSP_WRITEMASK_0
)
1999 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
2000 if (--remaining
) strcat(arguments
, ", ");
2002 if (mask
& WINED3DSP_WRITEMASK_1
)
2004 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
2005 if (--remaining
) strcat(arguments
, ", ");
2007 if (mask
& WINED3DSP_WRITEMASK_2
)
2009 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
2010 if (--remaining
) strcat(arguments
, ", ");
2012 if (mask
& WINED3DSP_WRITEMASK_3
)
2014 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2015 if (--remaining
) strcat(arguments
, ", ");
2020 shader_addline(ins
->ctx
->buffer
, "%s%s = vec%u(%s);\n",
2021 dst_param
.reg_name
, dst_param
.mask_str
, mask_size
, arguments
);
2025 shader_addline(ins
->ctx
->buffer
, "%s%s = %s;\n", dst_param
.reg_name
, dst_param
.mask_str
, arguments
);
2029 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2030 DWORD sampler
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2031 const char *dx
, const char *dy
, const char *bias
, const char *coord_reg_fmt
, ...)
2033 const char *sampler_base
;
2034 char dst_swizzle
[6];
2035 struct color_fixup_desc fixup
;
2036 BOOL np2_fixup
= FALSE
;
2039 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2041 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
2043 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2044 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
2045 sampler_base
= "Psampler";
2047 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
2049 FIXME("Biased sampling from NP2 textures is unsupported\n");
2055 sampler_base
= "Vsampler";
2056 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
2059 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2061 shader_addline(ins
->ctx
->buffer
, "%s(%s%u, ", sample_function
->name
, sampler_base
, sampler
);
2063 va_start(args
, coord_reg_fmt
);
2064 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2068 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
2071 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2072 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
2074 shader_addline(ins
->ctx
->buffer
, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
2075 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
2076 } else if(dx
&& dy
) {
2077 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
2079 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
2083 if(!is_identity_fixup(fixup
)) {
2084 shader_glsl_color_correction(ins
, fixup
);
2088 /*****************************************************************************
2089 * Begin processing individual instruction opcodes
2090 ****************************************************************************/
2092 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
2093 static void shader_glsl_arith(const struct wined3d_shader_instruction
*ins
)
2095 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2096 struct glsl_src_param src0_param
;
2097 struct glsl_src_param src1_param
;
2101 /* Determine the GLSL operator to use based on the opcode */
2102 switch (ins
->handler_idx
)
2104 case WINED3DSIH_MUL
: op
= '*'; break;
2105 case WINED3DSIH_ADD
: op
= '+'; break;
2106 case WINED3DSIH_SUB
: op
= '-'; break;
2109 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2113 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2114 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2115 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2116 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
2119 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2120 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
2122 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2123 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2124 struct glsl_src_param src0_param
;
2127 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2128 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2130 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2131 * shader versions WINED3DSIO_MOVA is used for this. */
2132 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
2133 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
2134 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
2136 /* This is a simple floor() */
2137 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2138 if (mask_size
> 1) {
2139 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
2141 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
2144 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
2146 /* We need to *round* to the nearest int here. */
2147 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2149 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2152 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
2154 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
2159 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2160 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
2162 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2163 src0_param
.param_str
, src0_param
.param_str
);
2168 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
2172 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2173 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
2175 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2176 struct glsl_src_param src0_param
;
2177 struct glsl_src_param src1_param
;
2178 DWORD dst_write_mask
, src_write_mask
;
2179 unsigned int dst_size
= 0;
2181 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2182 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2184 /* dp3 works on vec3, dp4 on vec4 */
2185 if (ins
->handler_idx
== WINED3DSIH_DP4
)
2187 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
2189 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2192 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
2193 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
2196 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2198 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2202 /* Note that this instruction has some restrictions. The destination write mask
2203 * can't contain the w component, and the source swizzles have to be .xyzw */
2204 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
2206 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2207 struct glsl_src_param src0_param
;
2208 struct glsl_src_param src1_param
;
2211 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2212 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2213 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2214 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
2215 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
2218 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2219 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2220 * GLSL uses the value as-is. */
2221 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
2223 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2224 struct glsl_src_param src0_param
;
2225 struct glsl_src_param src1_param
;
2226 DWORD dst_write_mask
;
2227 unsigned int dst_size
;
2229 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2230 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2232 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2233 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2237 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2238 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2242 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2243 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2247 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2248 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2249 * GLSL uses the value as-is. */
2250 static void shader_glsl_log(const struct wined3d_shader_instruction
*ins
)
2252 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2253 struct glsl_src_param src0_param
;
2254 DWORD dst_write_mask
;
2255 unsigned int dst_size
;
2257 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2258 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2260 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2264 shader_addline(buffer
, "vec%u(log2(abs(%s))));\n",
2265 dst_size
, src0_param
.param_str
);
2269 shader_addline(buffer
, "log2(abs(%s)));\n",
2270 src0_param
.param_str
);
2274 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2275 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
2277 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2278 struct glsl_src_param src_param
;
2279 const char *instruction
;
2283 /* Determine the GLSL function to use based on the opcode */
2284 /* TODO: Possibly make this a table for faster lookups */
2285 switch (ins
->handler_idx
)
2287 case WINED3DSIH_MIN
: instruction
= "min"; break;
2288 case WINED3DSIH_MAX
: instruction
= "max"; break;
2289 case WINED3DSIH_ABS
: instruction
= "abs"; break;
2290 case WINED3DSIH_FRC
: instruction
= "fract"; break;
2291 case WINED3DSIH_EXP
: instruction
= "exp2"; break;
2292 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
2293 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
2294 default: instruction
= "";
2295 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2299 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2301 shader_addline(buffer
, "%s(", instruction
);
2305 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2306 shader_addline(buffer
, "%s", src_param
.param_str
);
2307 for (i
= 1; i
< ins
->src_count
; ++i
)
2309 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
2310 shader_addline(buffer
, ", %s", src_param
.param_str
);
2314 shader_addline(buffer
, "));\n");
2317 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
2319 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2320 struct glsl_src_param src_param
;
2321 unsigned int mask_size
;
2325 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
2326 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2327 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2329 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
2330 src_param
.param_str
, src_param
.param_str
);
2331 shader_glsl_append_dst(buffer
, ins
);
2335 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2336 mask_size
, src_param
.param_str
);
2340 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2341 src_param
.param_str
);
2345 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2346 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2347 * dst.x = 2^(floor(src))
2348 * dst.y = src - floor(src)
2349 * dst.z = 2^src (partial precision is allowed, but optional)
2351 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2352 * dst = 2^src; (partial precision is allowed, but optional)
2354 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
2356 struct glsl_src_param src_param
;
2358 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
2360 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
2364 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
2365 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
2366 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
2367 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
2369 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2370 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2371 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
2374 unsigned int mask_size
;
2376 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2377 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2379 if (mask_size
> 1) {
2380 shader_addline(ins
->ctx
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
2382 shader_addline(ins
->ctx
->buffer
, "exp2(%s));\n", src_param
.param_str
);
2387 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2388 static void shader_glsl_rcp(const struct wined3d_shader_instruction
*ins
)
2390 struct glsl_src_param src_param
;
2392 unsigned int mask_size
;
2394 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2395 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2396 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2400 shader_addline(ins
->ctx
->buffer
, "vec%u(1.0 / %s));\n",
2401 mask_size
, src_param
.param_str
);
2405 shader_addline(ins
->ctx
->buffer
, "1.0 / %s);\n",
2406 src_param
.param_str
);
2410 static void shader_glsl_rsq(const struct wined3d_shader_instruction
*ins
)
2412 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2413 struct glsl_src_param src_param
;
2415 unsigned int mask_size
;
2417 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2418 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2420 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2424 shader_addline(buffer
, "vec%u(inversesqrt(abs(%s))));\n",
2425 mask_size
, src_param
.param_str
);
2429 shader_addline(buffer
, "inversesqrt(abs(%s)));\n",
2430 src_param
.param_str
);
2434 /** Process signed comparison opcodes in GLSL. */
2435 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
2437 struct glsl_src_param src0_param
;
2438 struct glsl_src_param src1_param
;
2440 unsigned int mask_size
;
2442 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2443 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2444 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2445 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2447 if (mask_size
> 1) {
2448 const char *compare
;
2450 switch(ins
->handler_idx
)
2452 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
2453 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
2454 default: compare
= "";
2455 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2458 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
2459 src0_param
.param_str
, src1_param
.param_str
);
2461 switch(ins
->handler_idx
)
2463 case WINED3DSIH_SLT
:
2464 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2465 * to return 0.0 but step returns 1.0 because step is not < x
2466 * An alternative is a bvec compare padded with an unused second component.
2467 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2468 * issue. Playing with not() is not possible either because not() does not accept
2471 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2472 src0_param
.param_str
, src1_param
.param_str
);
2474 case WINED3DSIH_SGE
:
2475 /* Here we can use the step() function and safe a conditional */
2476 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
2479 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2485 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2486 static void shader_glsl_cmp(const struct wined3d_shader_instruction
*ins
)
2488 struct glsl_src_param src0_param
;
2489 struct glsl_src_param src1_param
;
2490 struct glsl_src_param src2_param
;
2491 DWORD write_mask
, cmp_channel
= 0;
2494 BOOL temp_destination
= FALSE
;
2496 if (shader_is_scalar(&ins
->src
[0].reg
))
2498 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2500 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2501 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2502 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2504 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2505 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2507 DWORD dst_mask
= ins
->dst
[0].write_mask
;
2508 struct wined3d_shader_dst_param dst
= ins
->dst
[0];
2510 /* Cycle through all source0 channels */
2511 for (i
=0; i
<4; i
++) {
2513 /* Find the destination channels which use the current source0 channel */
2514 for (j
=0; j
<4; j
++) {
2515 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2517 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2518 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2521 dst
.write_mask
= dst_mask
& write_mask
;
2523 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2524 * The first lines may overwrite source parameters of the following lines.
2525 * Deal with that by using a temporary destination register if needed
2527 if ((ins
->src
[0].reg
.idx
== ins
->dst
[0].reg
.idx
2528 && ins
->src
[0].reg
.type
== ins
->dst
[0].reg
.type
)
2529 || (ins
->src
[1].reg
.idx
== ins
->dst
[0].reg
.idx
2530 && ins
->src
[1].reg
.type
== ins
->dst
[0].reg
.type
)
2531 || (ins
->src
[2].reg
.idx
== ins
->dst
[0].reg
.idx
2532 && ins
->src
[2].reg
.type
== ins
->dst
[0].reg
.type
))
2534 write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
);
2535 if (!write_mask
) continue;
2536 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
2537 temp_destination
= TRUE
;
2539 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2540 if (!write_mask
) continue;
2543 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2544 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2545 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2547 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2548 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2551 if(temp_destination
) {
2552 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
2553 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2554 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
2560 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2561 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2562 * the compare is done per component of src0. */
2563 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
2565 struct wined3d_shader_dst_param dst
;
2566 struct glsl_src_param src0_param
;
2567 struct glsl_src_param src1_param
;
2568 struct glsl_src_param src2_param
;
2569 DWORD write_mask
, cmp_channel
= 0;
2572 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2573 ins
->ctx
->reg_maps
->shader_version
.minor
);
2575 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
2577 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2578 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2579 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2580 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2582 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2585 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
2587 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2588 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2592 /* Cycle through all source0 channels */
2593 dst_mask
= ins
->dst
[0].write_mask
;
2595 for (i
=0; i
<4; i
++) {
2597 /* Find the destination channels which use the current source0 channel */
2598 for (j
=0; j
<4; j
++) {
2599 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2601 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2602 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2606 dst
.write_mask
= dst_mask
& write_mask
;
2607 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2608 if (!write_mask
) continue;
2610 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2611 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2612 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2614 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2615 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2619 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2620 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
2622 struct glsl_src_param src0_param
;
2623 struct glsl_src_param src1_param
;
2624 struct glsl_src_param src2_param
;
2627 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2628 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2629 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2630 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2631 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
2632 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2635 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2636 Vertex shaders to GLSL codes */
2637 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
2640 int nComponents
= 0;
2641 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2642 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2643 struct wined3d_shader_instruction tmp_ins
;
2645 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2647 /* Set constants for the temporary argument */
2648 tmp_ins
.ctx
= ins
->ctx
;
2649 tmp_ins
.dst_count
= 1;
2650 tmp_ins
.dst
= &tmp_dst
;
2651 tmp_ins
.src_count
= 2;
2652 tmp_ins
.src
= tmp_src
;
2654 switch(ins
->handler_idx
)
2656 case WINED3DSIH_M4x4
:
2658 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2660 case WINED3DSIH_M4x3
:
2662 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2664 case WINED3DSIH_M3x4
:
2666 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2668 case WINED3DSIH_M3x3
:
2670 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2672 case WINED3DSIH_M3x2
:
2674 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2680 tmp_dst
= ins
->dst
[0];
2681 tmp_src
[0] = ins
->src
[0];
2682 tmp_src
[1] = ins
->src
[1];
2683 for (i
= 0; i
< nComponents
; ++i
)
2685 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2686 shader_glsl_dot(&tmp_ins
);
2687 ++tmp_src
[1].reg
.idx
;
2692 The LRP instruction performs a component-wise linear interpolation
2693 between the second and third operands using the first operand as the
2694 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2695 This is equivalent to mix(src2, src1, src0);
2697 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
2699 struct glsl_src_param src0_param
;
2700 struct glsl_src_param src1_param
;
2701 struct glsl_src_param src2_param
;
2704 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2706 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2707 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2708 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2710 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
2711 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
2714 /** Process the WINED3DSIO_LIT instruction in GLSL:
2715 * dst.x = dst.w = 1.0
2716 * dst.y = (src0.x > 0) ? src0.x
2717 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2718 * where src.w is clamped at +- 128
2720 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
2722 struct glsl_src_param src0_param
;
2723 struct glsl_src_param src1_param
;
2724 struct glsl_src_param src3_param
;
2727 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2728 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2730 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2731 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
2732 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
2734 /* The sdk specifies the instruction like this
2736 * if(src.x > 0.0) dst.y = src.x
2738 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2742 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2743 * dst.x = 1.0 ... No further explanation needed
2744 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2745 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2746 * dst.w = 1.0. ... Nothing fancy.
2748 * So we still have one conditional in there. So do this:
2749 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2751 * step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
2752 * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
2753 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2755 shader_addline(ins
->ctx
->buffer
,
2756 "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2757 src0_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
2760 /** Process the WINED3DSIO_DST instruction in GLSL:
2762 * dst.y = src0.x * src0.y
2766 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
2768 struct glsl_src_param src0y_param
;
2769 struct glsl_src_param src0z_param
;
2770 struct glsl_src_param src1y_param
;
2771 struct glsl_src_param src1w_param
;
2774 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2775 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2777 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
2778 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
2779 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
2780 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
2782 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2783 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
2786 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2787 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2788 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2790 * dst.x = cos(src0.?)
2791 * dst.y = sin(src0.?)
2795 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
2797 struct glsl_src_param src0_param
;
2800 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2801 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2803 switch (write_mask
) {
2804 case WINED3DSP_WRITEMASK_0
:
2805 shader_addline(ins
->ctx
->buffer
, "cos(%s));\n", src0_param
.param_str
);
2808 case WINED3DSP_WRITEMASK_1
:
2809 shader_addline(ins
->ctx
->buffer
, "sin(%s));\n", src0_param
.param_str
);
2812 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
2813 shader_addline(ins
->ctx
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
2817 ERR("Write mask should be .x, .y or .xy\n");
2822 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2823 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2824 * generate invalid code
2826 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
2828 struct glsl_src_param src0_param
;
2831 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2832 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2834 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
2837 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2838 * Start a for() loop where src1.y is the initial value of aL,
2839 * increment aL by src1.z for a total of src1.x iterations.
2840 * Need to use a temporary variable for this operation.
2842 /* FIXME: I don't think nested loops will work correctly this way. */
2843 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
2845 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
2846 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2847 struct glsl_src_param src1_param
;
2848 const DWORD
*control_values
= NULL
;
2849 const local_constant
*constant
;
2851 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
2853 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2854 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2855 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2858 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
2860 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, local_constant
, entry
)
2862 if (constant
->idx
== ins
->src
[1].reg
.idx
)
2864 control_values
= constant
->value
;
2872 struct wined3d_shader_loop_control loop_control
;
2873 loop_control
.count
= control_values
[0];
2874 loop_control
.start
= control_values
[1];
2875 loop_control
.step
= (int)control_values
[2];
2877 if (loop_control
.step
> 0)
2879 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2880 loop_state
->current_depth
, loop_control
.start
,
2881 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
2882 loop_state
->current_depth
, loop_control
.step
);
2884 else if (loop_control
.step
< 0)
2886 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2887 loop_state
->current_depth
, loop_control
.start
,
2888 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
2889 loop_state
->current_depth
, loop_control
.step
);
2893 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2894 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
2895 loop_state
->current_depth
, loop_control
.count
,
2896 loop_state
->current_depth
);
2899 shader_addline(ins
->ctx
->buffer
,
2900 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2901 loop_state
->current_depth
, loop_state
->current_reg
,
2902 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
2903 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
2906 ++loop_state
->current_depth
;
2907 ++loop_state
->current_reg
;
2910 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
2912 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
2914 shader_addline(ins
->ctx
->buffer
, "}\n");
2916 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
2918 --loop_state
->current_depth
;
2919 --loop_state
->current_reg
;
2922 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
2924 --loop_state
->current_depth
;
2928 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
2930 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2931 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
2932 struct glsl_src_param src0_param
;
2933 const DWORD
*control_values
= NULL
;
2934 const local_constant
*constant
;
2936 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2937 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
2939 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, local_constant
, entry
)
2941 if (constant
->idx
== ins
->src
[0].reg
.idx
)
2943 control_values
= constant
->value
;
2951 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2952 loop_state
->current_depth
, loop_state
->current_depth
,
2953 control_values
[0], loop_state
->current_depth
);
2957 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2958 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2959 loop_state
->current_depth
, loop_state
->current_depth
,
2960 src0_param
.param_str
, loop_state
->current_depth
);
2963 ++loop_state
->current_depth
;
2966 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
2968 struct glsl_src_param src0_param
;
2970 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2971 shader_addline(ins
->ctx
->buffer
, "if (%s) {\n", src0_param
.param_str
);
2974 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
2976 struct glsl_src_param src0_param
;
2977 struct glsl_src_param src1_param
;
2979 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2980 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2982 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
2983 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2986 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
2988 shader_addline(ins
->ctx
->buffer
, "} else {\n");
2991 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
2993 shader_addline(ins
->ctx
->buffer
, "break;\n");
2996 /* FIXME: According to MSDN the compare is done per component. */
2997 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
2999 struct glsl_src_param src0_param
;
3000 struct glsl_src_param src1_param
;
3002 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3003 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3005 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
3006 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
3009 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
3011 shader_addline(ins
->ctx
->buffer
, "}\n");
3012 shader_addline(ins
->ctx
->buffer
, "void subroutine%u () {\n", ins
->src
[0].reg
.idx
);
3015 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
3017 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
);
3020 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
3022 struct glsl_src_param src1_param
;
3024 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3025 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n", src1_param
.param_str
, ins
->src
[0].reg
.idx
);
3028 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
3030 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3031 * function only suppresses the unhandled instruction warning
3035 /*********************************************
3036 * Pixel Shader Specific Code begins here
3037 ********************************************/
3038 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
3040 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3041 struct wined3d_device
*device
= shader
->device
;
3042 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3043 ins
->ctx
->reg_maps
->shader_version
.minor
);
3044 struct glsl_sample_function sample_function
;
3045 const struct wined3d_texture
*texture
;
3046 DWORD sample_flags
= 0;
3048 DWORD mask
= 0, swizzle
;
3050 /* 1.0-1.4: Use destination register as sampler source.
3051 * 2.0+: Use provided sampler source. */
3052 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) sampler_idx
= ins
->dst
[0].reg
.idx
;
3053 else sampler_idx
= ins
->src
[1].reg
.idx
;
3054 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
3056 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3058 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3059 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3060 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3061 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3063 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3064 if (flags
& WINED3D_PSARGS_PROJECTED
&& sampler_type
!= WINED3DSTT_CUBE
) {
3065 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3066 switch (flags
& ~WINED3D_PSARGS_PROJECTED
) {
3067 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3068 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
3069 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
3070 case WINED3DTTFF_COUNT4
:
3071 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
3075 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3077 DWORD src_mod
= ins
->src
[0].modifiers
;
3079 if (src_mod
== WINED3DSPSM_DZ
) {
3080 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3081 mask
= WINED3DSP_WRITEMASK_2
;
3082 } else if (src_mod
== WINED3DSPSM_DW
) {
3083 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3084 mask
= WINED3DSP_WRITEMASK_3
;
3087 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
3089 /* ps 2.0 texldp instruction always divides by the fourth component. */
3090 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3091 mask
= WINED3DSP_WRITEMASK_3
;
3095 if (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
3096 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
3098 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3099 mask
|= sample_function
.coord_mask
;
3101 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
3102 else swizzle
= ins
->src
[1].swizzle
;
3104 /* 1.0-1.3: Use destination register as coordinate source.
3105 1.4+: Use provided coordinate source register. */
3106 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3109 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3110 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3111 "T%u%s", sampler_idx
, coord_mask
);
3115 struct glsl_src_param coord_param
;
3116 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
3117 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
3119 struct glsl_src_param bias
;
3120 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
3121 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
3122 "%s", coord_param
.param_str
);
3124 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3125 "%s", coord_param
.param_str
);
3130 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
3132 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3133 struct wined3d_device
*device
= shader
->device
;
3134 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3135 struct glsl_src_param coord_param
, dx_param
, dy_param
;
3136 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
3137 struct glsl_sample_function sample_function
;
3139 DWORD swizzle
= ins
->src
[1].swizzle
;
3140 const struct wined3d_texture
*texture
;
3142 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
3144 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3145 shader_glsl_tex(ins
);
3149 sampler_idx
= ins
->src
[1].reg
.idx
;
3150 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
3151 if (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
3152 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
3154 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3155 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3156 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
3157 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
3159 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
3160 "%s", coord_param
.param_str
);
3163 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
3165 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3166 struct wined3d_device
*device
= shader
->device
;
3167 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3168 struct glsl_src_param coord_param
, lod_param
;
3169 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
3170 struct glsl_sample_function sample_function
;
3172 DWORD swizzle
= ins
->src
[1].swizzle
;
3173 const struct wined3d_texture
*texture
;
3175 sampler_idx
= ins
->src
[1].reg
.idx
;
3176 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
3177 if (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
3178 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
3180 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3181 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3183 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
3185 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
3186 && shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
3188 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3189 * However, the NVIDIA drivers allow them in fragment shaders as well,
3190 * even without the appropriate extension. */
3191 WARN("Using %s in fragment shader.\n", sample_function
.name
);
3193 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
3194 "%s", coord_param
.param_str
);
3197 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
3199 /* FIXME: Make this work for more than just 2D textures */
3200 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3201 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3203 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
3207 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3208 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3209 ins
->dst
[0].reg
.idx
, dst_mask
);
3211 DWORD reg
= ins
->src
[0].reg
.idx
;
3212 DWORD src_mod
= ins
->src
[0].modifiers
;
3213 char dst_swizzle
[6];
3215 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
3217 if (src_mod
== WINED3DSPSM_DZ
)
3219 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3220 struct glsl_src_param div_param
;
3222 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
3224 if (mask_size
> 1) {
3225 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3227 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3230 else if (src_mod
== WINED3DSPSM_DW
)
3232 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3233 struct glsl_src_param div_param
;
3235 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
3237 if (mask_size
> 1) {
3238 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3240 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3243 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
3248 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3249 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3250 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3251 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
3253 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3254 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3255 struct glsl_sample_function sample_function
;
3256 struct glsl_src_param src0_param
;
3259 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3261 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3262 * scalar, and projected sampling would require 4.
3264 * It is a dependent read - not valid with conditional NP2 textures
3266 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3267 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
3272 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3273 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
3277 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3278 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
3282 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3283 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
3287 FIXME("Unexpected mask size %u\n", mask_size
);
3292 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3293 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3294 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
3296 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
3297 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3298 struct glsl_src_param src0_param
;
3300 unsigned int mask_size
;
3302 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3303 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
3304 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3306 if (mask_size
> 1) {
3307 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
3309 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
3313 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3314 * Calculate the depth as dst.x / dst.y */
3315 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
3317 struct glsl_dst_param dst_param
;
3319 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3321 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3322 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3323 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3324 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3327 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3328 dst_param
.reg_name
, dst_param
.reg_name
);
3331 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3332 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3333 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3334 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3336 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
3338 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3339 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
3340 struct glsl_src_param src0_param
;
3342 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3344 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
3345 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3348 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3349 * Calculate the 1st of a 2-row matrix multiplication. */
3350 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
3352 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3353 DWORD reg
= ins
->dst
[0].reg
.idx
;
3354 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3355 struct glsl_src_param src0_param
;
3357 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3358 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3361 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3362 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3363 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
3365 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3366 DWORD reg
= ins
->dst
[0].reg
.idx
;
3367 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3368 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3369 struct glsl_src_param src0_param
;
3371 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3372 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
3373 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
3376 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
3378 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3379 DWORD reg
= ins
->dst
[0].reg
.idx
;
3380 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3381 struct glsl_sample_function sample_function
;
3382 struct glsl_src_param src0_param
;
3384 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3385 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3387 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3389 /* Sample the texture using the calculated coordinates */
3390 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
3393 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3394 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3395 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
3397 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3398 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3399 struct glsl_sample_function sample_function
;
3400 struct glsl_src_param src0_param
;
3401 DWORD reg
= ins
->dst
[0].reg
.idx
;
3403 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3404 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3406 /* Dependent read, not valid with conditional NP2 */
3407 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3409 /* Sample the texture using the calculated coordinates */
3410 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3412 tex_mx
->current_row
= 0;
3415 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3416 * Perform the 3rd row of a 3x3 matrix multiply */
3417 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
3419 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3420 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3421 struct glsl_src_param src0_param
;
3423 DWORD reg
= ins
->dst
[0].reg
.idx
;
3425 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3427 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3428 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3429 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
3431 tex_mx
->current_row
= 0;
3434 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3435 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3436 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
3438 struct glsl_src_param src0_param
;
3439 struct glsl_src_param src1_param
;
3440 DWORD reg
= ins
->dst
[0].reg
.idx
;
3441 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3442 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3443 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3444 struct glsl_sample_function sample_function
;
3446 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3447 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3449 /* Perform the last matrix multiply operation */
3450 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3451 /* Reflection calculation */
3452 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
3454 /* Dependent read, not valid with conditional NP2 */
3455 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3457 /* Sample the texture */
3458 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3460 tex_mx
->current_row
= 0;
3463 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3464 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3465 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
3467 DWORD reg
= ins
->dst
[0].reg
.idx
;
3468 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3469 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3470 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3471 struct glsl_sample_function sample_function
;
3472 struct glsl_src_param src0_param
;
3474 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3476 /* Perform the last matrix multiply operation */
3477 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
3479 /* Construct the eye-ray vector from w coordinates */
3480 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3481 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
3482 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3484 /* Dependent read, not valid with conditional NP2 */
3485 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3487 /* Sample the texture using the calculated coordinates */
3488 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3490 tex_mx
->current_row
= 0;
3493 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3494 * Apply a fake bump map transform.
3495 * texbem is pshader <= 1.3 only, this saves a few version checks
3497 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
3499 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3500 struct glsl_sample_function sample_function
;
3501 struct glsl_src_param coord_param
;
3507 sampler_idx
= ins
->dst
[0].reg
.idx
;
3508 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3509 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3511 /* Dependent read, not valid with conditional NP2 */
3512 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3513 mask
= sample_function
.coord_mask
;
3515 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3517 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3518 * so we can't let the GL handle this.
3520 if (flags
& WINED3D_PSARGS_PROJECTED
) {
3522 char coord_div_mask
[3];
3523 switch (flags
& ~WINED3D_PSARGS_PROJECTED
) {
3524 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3525 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
3526 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
3527 case WINED3DTTFF_COUNT4
:
3528 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
3530 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
3531 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
3534 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
3536 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3537 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
3538 coord_param
.param_str
, coord_mask
);
3540 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
3542 struct glsl_src_param luminance_param
;
3543 struct glsl_dst_param dst_param
;
3545 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
3546 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3548 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3549 dst_param
.reg_name
, dst_param
.mask_str
,
3550 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
3554 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
3556 struct glsl_src_param src0_param
, src1_param
;
3557 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3559 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3560 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3562 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3563 shader_addline(ins
->ctx
->buffer
, "%s + bumpenvmat%d * %s);\n",
3564 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
3567 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3568 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3569 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
3571 struct glsl_sample_function sample_function
;
3572 struct glsl_src_param src0_param
;
3573 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3575 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3577 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3578 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3579 "%s.wx", src0_param
.reg_name
);
3582 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3583 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3584 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
3586 struct glsl_sample_function sample_function
;
3587 struct glsl_src_param src0_param
;
3588 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3590 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3592 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3593 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3594 "%s.yz", src0_param
.reg_name
);
3597 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3598 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3599 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
3601 struct glsl_sample_function sample_function
;
3602 struct glsl_src_param src0_param
;
3603 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3605 /* Dependent read, not valid with conditional NP2 */
3606 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3607 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
3609 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3610 "%s", src0_param
.param_str
);
3613 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3614 * If any of the first 3 components are < 0, discard this pixel */
3615 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
3617 struct glsl_dst_param dst_param
;
3619 /* The argument is a destination parameter, and no writemasks are allowed */
3620 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3621 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
3623 /* 2.0 shaders compare all 4 components in texkill */
3624 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
3626 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3627 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3628 * 4 components are defined, only the first 3 are used
3630 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
3634 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3635 * dst = dot2(src0, src1) + src2 */
3636 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
3638 struct glsl_src_param src0_param
;
3639 struct glsl_src_param src1_param
;
3640 struct glsl_src_param src2_param
;
3642 unsigned int mask_size
;
3644 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3645 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3647 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3648 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3649 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
3651 if (mask_size
> 1) {
3652 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
3653 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3655 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
3656 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3660 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_shader_buffer
*buffer
,
3661 const struct wined3d_shader_signature_element
*input_signature
,
3662 const struct wined3d_shader_reg_maps
*reg_maps
,
3663 enum vertexprocessing_mode vertexprocessing
)
3665 WORD map
= reg_maps
->input_registers
;
3668 for (i
= 0; map
; map
>>= 1, ++i
)
3670 const char *semantic_name
;
3675 if (!(map
& 1)) continue;
3677 semantic_name
= input_signature
[i
].semantic_name
;
3678 semantic_idx
= input_signature
[i
].semantic_idx
;
3679 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
3681 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3683 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
3684 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3685 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, semantic_idx
, reg_mask
);
3687 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3688 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
3690 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3693 shader_addline(buffer
, "IN[%u]%s = vec4(gl_Color)%s;\n",
3694 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
3695 else if (semantic_idx
== 1)
3696 shader_addline(buffer
, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3697 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
3699 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3700 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
3704 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3705 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
3710 /*********************************************
3711 * Vertex Shader Specific Code begins here
3712 ********************************************/
3714 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
3716 struct glsl_program_key key
;
3718 key
.vshader
= entry
->vshader
;
3719 key
.pshader
= entry
->pshader
;
3720 key
.vs_args
= entry
->vs_args
;
3721 key
.ps_args
= entry
->ps_args
;
3723 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
3725 ERR("Failed to insert program entry.\n");
3729 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
3730 const struct wined3d_shader
*vshader
, const struct wined3d_shader
*pshader
,
3731 const struct vs_compile_args
*vs_args
, const struct ps_compile_args
*ps_args
)
3733 struct wine_rb_entry
*entry
;
3734 struct glsl_program_key key
;
3736 key
.vshader
= vshader
;
3737 key
.pshader
= pshader
;
3738 key
.vs_args
= *vs_args
;
3739 key
.ps_args
= *ps_args
;
3741 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
3742 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
3745 /* GL locking is done by the caller */
3746 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
3747 struct glsl_shader_prog_link
*entry
)
3749 struct glsl_program_key key
;
3751 key
.vshader
= entry
->vshader
;
3752 key
.pshader
= entry
->pshader
;
3753 key
.vs_args
= entry
->vs_args
;
3754 key
.ps_args
= entry
->ps_args
;
3755 wine_rb_remove(&priv
->program_lookup
, &key
);
3757 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
3758 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
3759 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
3760 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
3761 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
3762 HeapFree(GetProcessHeap(), 0, entry
);
3765 static void handle_ps3_input(struct wined3d_shader_buffer
*buffer
,
3766 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
3767 const struct wined3d_shader_signature_element
*input_signature
,
3768 const struct wined3d_shader_reg_maps
*reg_maps_in
,
3769 const struct wined3d_shader_signature_element
*output_signature
,
3770 const struct wined3d_shader_reg_maps
*reg_maps_out
)
3773 const char *semantic_name_in
;
3774 UINT semantic_idx_in
;
3777 unsigned int in_count
= vec4_varyings(3, gl_info
);
3779 char destination
[50];
3780 WORD input_map
, output_map
;
3782 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
3784 input_map
= reg_maps_in
->input_registers
;
3785 for (i
= 0; input_map
; input_map
>>= 1, ++i
)
3787 if (!(input_map
& 1)) continue;
3790 /* Declared, but not read register */
3791 if (in_idx
== ~0U) continue;
3792 if (in_idx
>= (in_count
+ 2))
3794 FIXME("More input varyings declared than supported, expect issues.\n");
3798 if (in_idx
== in_count
) {
3799 sprintf(destination
, "gl_FrontColor");
3800 } else if (in_idx
== in_count
+ 1) {
3801 sprintf(destination
, "gl_FrontSecondaryColor");
3803 sprintf(destination
, "IN[%u]", in_idx
);
3806 semantic_name_in
= input_signature
[i
].semantic_name
;
3807 semantic_idx_in
= input_signature
[i
].semantic_idx
;
3810 output_map
= reg_maps_out
->output_registers
;
3811 for (j
= 0; output_map
; output_map
>>= 1, ++j
)
3815 if (!(output_map
& 1)
3816 || semantic_idx_in
!= output_signature
[j
].semantic_idx
3817 || strcmp(semantic_name_in
, output_signature
[j
].semantic_name
)
3818 || !(mask
= input_signature
[i
].mask
& output_signature
[j
].mask
))
3822 shader_glsl_write_mask_to_str(mask
, reg_mask
);
3824 shader_addline(buffer
, "%s%s = OUT[%u]%s;\n",
3825 destination
, reg_mask
, j
, reg_mask
);
3829 for (i
= 0; i
< in_count
+ 2; ++i
)
3833 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
3836 if (set
[i
] == ~0U) set
[i
] = 0;
3839 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
3840 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
3841 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
3842 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
3843 reg_mask
[size
] = '\0';
3845 if (i
== in_count
) sprintf(destination
, "gl_FrontColor");
3846 else if (i
== in_count
+ 1) sprintf(destination
, "gl_FrontSecondaryColor");
3847 else sprintf(destination
, "IN[%u]", i
);
3849 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
3850 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
3853 HeapFree(GetProcessHeap(), 0, set
);
3856 /* GL locking is done by the caller */
3857 static GLhandleARB
generate_param_reorder_function(struct wined3d_shader_buffer
*buffer
,
3858 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
3859 const struct wined3d_gl_info
*gl_info
)
3861 GLhandleARB ret
= 0;
3862 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
3864 const char *semantic_name
;
3867 const struct wined3d_shader_signature_element
*output_signature
= vs
->output_signature
;
3868 WORD map
= vs
->reg_maps
.output_registers
;
3870 shader_buffer_clear(buffer
);
3872 shader_addline(buffer
, "#version 120\n");
3876 shader_addline(buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3878 for (i
= 0; map
; map
>>= 1, ++i
)
3882 if (!(map
& 1)) continue;
3884 semantic_name
= output_signature
[i
].semantic_name
;
3885 semantic_idx
= output_signature
[i
].semantic_idx
;
3886 write_mask
= output_signature
[i
].mask
;
3887 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
3889 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3892 shader_addline(buffer
, "gl_FrontColor%s = OUT[%u]%s;\n",
3893 reg_mask
, i
, reg_mask
);
3894 else if (semantic_idx
== 1)
3895 shader_addline(buffer
, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n",
3896 reg_mask
, i
, reg_mask
);
3898 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3900 shader_addline(buffer
, "gl_Position%s = OUT[%u]%s;\n",
3901 reg_mask
, i
, reg_mask
);
3903 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3905 if (semantic_idx
< 8)
3907 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
3908 write_mask
|= WINED3DSP_WRITEMASK_3
;
3910 shader_addline(buffer
, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3911 semantic_idx
, reg_mask
, i
, reg_mask
);
3912 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
3913 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
3916 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3918 shader_addline(buffer
, "gl_PointSize = OUT[%u].%c;\n", i
, reg_mask
[1]);
3920 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3922 shader_addline(buffer
, "gl_FogFragCoord = OUT[%u].%c;\n", i
, reg_mask
[1]);
3925 shader_addline(buffer
, "}\n");
3930 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3931 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info
));
3932 shader_addline(buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3934 /* First, sort out position and point size. Those are not passed to the pixel shader */
3935 for (i
= 0; map
; map
>>= 1, ++i
)
3937 if (!(map
& 1)) continue;
3939 semantic_name
= output_signature
[i
].semantic_name
;
3940 shader_glsl_write_mask_to_str(output_signature
[i
].mask
, reg_mask
);
3942 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3944 shader_addline(buffer
, "gl_Position%s = OUT[%u]%s;\n",
3945 reg_mask
, i
, reg_mask
);
3947 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3949 shader_addline(buffer
, "gl_PointSize = OUT[%u].%c;\n", i
, reg_mask
[1]);
3953 /* Then, fix the pixel shader input */
3954 handle_ps3_input(buffer
, gl_info
, ps
->u
.ps
.input_reg_map
, ps
->input_signature
,
3955 &ps
->reg_maps
, output_signature
, &vs
->reg_maps
);
3957 shader_addline(buffer
, "}\n");
3960 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3961 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3962 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
3967 /* GL locking is done by the caller */
3968 static void hardcode_local_constants(const struct wined3d_shader
*shader
,
3969 const struct wined3d_gl_info
*gl_info
, GLhandleARB programId
, char prefix
)
3971 const local_constant
*lconst
;
3976 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, local_constant
, entry
)
3978 value
= (const float *)lconst
->value
;
3979 snprintf(glsl_name
, sizeof(glsl_name
), "%cLC%u", prefix
, lconst
->idx
);
3980 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3981 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, value
));
3983 checkGLcall("Hardcoding local constants");
3986 /* GL locking is done by the caller */
3987 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
3988 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
3989 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
3991 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3992 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3993 const DWORD
*function
= shader
->function
;
3994 struct shader_glsl_ctx_priv priv_ctx
;
3996 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3997 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3999 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4000 priv_ctx
.cur_ps_args
= args
;
4001 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
4003 shader_addline(buffer
, "#version 120\n");
4005 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4007 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
4009 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4011 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
4012 * drivers write a warning if we don't do so
4014 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
4016 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4018 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4021 /* Base Declarations */
4022 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4024 /* Pack 3.0 inputs */
4025 if (reg_maps
->shader_version
.major
>= 3 && args
->vp_mode
!= vertexshader
)
4026 shader_glsl_input_pack(shader
, buffer
, shader
->input_signature
, reg_maps
, args
->vp_mode
);
4028 /* Base Shader Body */
4029 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4031 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4032 if (reg_maps
->shader_version
.major
< 2)
4034 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4035 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
4038 if (args
->srgb_correction
)
4040 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4041 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4042 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4043 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4044 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4045 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4047 /* Pixel shader < 3.0 do not replace the fog stage.
4048 * This implements linear fog computation and blending.
4049 * TODO: non linear fog
4050 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4051 * -1/(e-s) and e/(e-s) respectively.
4053 if (reg_maps
->shader_version
.major
< 3)
4056 case FOG_OFF
: break;
4058 shader_addline(buffer
, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4059 shader_addline(buffer
, "float fogend = gl_Fog.end * -fogstart;\n");
4060 shader_addline(buffer
, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4061 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4064 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4065 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4066 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
4067 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4070 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4071 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4072 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
4073 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4078 shader_addline(buffer
, "}\n");
4080 TRACE("Compiling shader object %u\n", shader_obj
);
4081 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
4083 /* Store the shader object */
4087 /* GL locking is done by the caller */
4088 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
4089 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4090 const struct vs_compile_args
*args
)
4092 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4093 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4094 const DWORD
*function
= shader
->function
;
4095 struct shader_glsl_ctx_priv priv_ctx
;
4097 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4098 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4100 shader_addline(buffer
, "#version 120\n");
4102 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4103 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4105 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4106 priv_ctx
.cur_vs_args
= args
;
4108 /* Base Declarations */
4109 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4111 /* Base Shader Body */
4112 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4114 /* Unpack outputs */
4115 shader_addline(buffer
, "order_ps_input(OUT);\n");
4117 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4118 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4119 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4120 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4122 if (args
->fog_src
== VS_FOG_Z
)
4123 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
4124 else if (!reg_maps
->fog
)
4125 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
4127 /* We always store the clipplanes without y inversion */
4128 if (args
->clip_enabled
)
4129 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
4131 /* Write the final position.
4133 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4134 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4135 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4136 * contains 1.0 to allow a mad.
4138 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4139 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4141 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4143 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4144 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4145 * which is the same as z = z * 2 - w.
4147 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4149 shader_addline(buffer
, "}\n");
4151 TRACE("Compiling shader object %u\n", shader_obj
);
4152 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
4157 static GLhandleARB
find_glsl_pshader(const struct wined3d_context
*context
,
4158 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4159 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
4161 struct wined3d_state
*state
= &shader
->device
->stateBlock
->state
;
4164 struct glsl_ps_compiled_shader
*new_array
;
4165 struct glsl_pshader_private
*shader_data
;
4166 struct ps_np2fixup_info
*np2fixup
= NULL
;
4169 if (!shader
->backend_data
)
4171 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4172 if (!shader
->backend_data
)
4174 ERR("Failed to allocate backend data.\n");
4178 shader_data
= shader
->backend_data
;
4180 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4181 * so a linear search is more performant than a hashmap or a binary search
4182 * (cache coherency etc)
4184 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4186 if (!memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)))
4188 if (args
->np2_fixup
) *np2fixup_info
= &shader_data
->gl_shaders
[i
].np2fixup
;
4189 return shader_data
->gl_shaders
[i
].prgId
;
4193 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4194 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4195 if (shader_data
->num_gl_shaders
)
4197 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4198 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
4199 new_size
* sizeof(*shader_data
->gl_shaders
));
4201 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
4206 ERR("Out of memory\n");
4209 shader_data
->gl_shaders
= new_array
;
4210 shader_data
->shader_array_size
= new_size
;
4213 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4215 memset(&shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
, 0, sizeof(struct ps_np2fixup_info
));
4216 if (args
->np2_fixup
) np2fixup
= &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
4218 pixelshader_update_samplers(&shader
->reg_maps
, state
->textures
);
4220 shader_buffer_clear(buffer
);
4221 ret
= shader_glsl_generate_pshader(context
, buffer
, shader
, args
, np2fixup
);
4222 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4223 *np2fixup_info
= np2fixup
;
4228 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
4229 const DWORD use_map
) {
4230 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
4231 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
4232 return stored
->fog_src
== new->fog_src
;
4235 static GLhandleARB
find_glsl_vshader(const struct wined3d_context
*context
,
4236 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4237 const struct vs_compile_args
*args
)
4241 struct glsl_vs_compiled_shader
*new_array
;
4242 DWORD use_map
= shader
->device
->strided_streams
.use_map
;
4243 struct glsl_vshader_private
*shader_data
;
4246 if (!shader
->backend_data
)
4248 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4249 if (!shader
->backend_data
)
4251 ERR("Failed to allocate backend data.\n");
4255 shader_data
= shader
->backend_data
;
4257 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4258 * so a linear search is more performant than a hashmap or a binary search
4259 * (cache coherency etc)
4261 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4262 if(vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
, use_map
)) {
4263 return shader_data
->gl_shaders
[i
].prgId
;
4267 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4269 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4270 if (shader_data
->num_gl_shaders
)
4272 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4273 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
4274 new_size
* sizeof(*shader_data
->gl_shaders
));
4276 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
4281 ERR("Out of memory\n");
4284 shader_data
->gl_shaders
= new_array
;
4285 shader_data
->shader_array_size
= new_size
;
4288 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4290 shader_buffer_clear(buffer
);
4291 ret
= shader_glsl_generate_vshader(context
, buffer
, shader
, args
);
4292 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4297 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4298 * It sets the programId on the current StateBlock (because it should be called
4299 * inside of the DrawPrimitive() part of the render loop).
4301 * If a program for the given combination does not exist, create one, and store
4302 * the program in the hash table. If it creates a program, it will link the
4303 * given objects, too.
4306 /* GL locking is done by the caller */
4307 static void set_glsl_shader_program(const struct wined3d_context
*context
,
4308 struct wined3d_device
*device
, BOOL use_ps
, BOOL use_vs
)
4310 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4311 struct wined3d_shader
*vshader
= use_vs
? state
->vertex_shader
: NULL
;
4312 struct wined3d_shader
*pshader
= use_ps
? state
->pixel_shader
: NULL
;
4313 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4314 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4315 struct glsl_shader_prog_link
*entry
= NULL
;
4316 GLhandleARB programId
= 0;
4317 GLhandleARB reorder_shader_id
= 0;
4320 struct ps_compile_args ps_compile_args
;
4321 struct vs_compile_args vs_compile_args
;
4323 if (vshader
) find_vs_compile_args(state
, vshader
, &vs_compile_args
);
4324 if (pshader
) find_ps_compile_args(state
, pshader
, &ps_compile_args
);
4326 entry
= get_glsl_program_entry(priv
, vshader
, pshader
, &vs_compile_args
, &ps_compile_args
);
4329 priv
->glsl_program
= entry
;
4333 /* If we get to this point, then no matching program exists, so we create one */
4334 programId
= GL_EXTCALL(glCreateProgramObjectARB());
4335 TRACE("Created new GLSL shader program %u\n", programId
);
4337 /* Create the entry */
4338 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
4339 entry
->programId
= programId
;
4340 entry
->vshader
= vshader
;
4341 entry
->pshader
= pshader
;
4342 entry
->vs_args
= vs_compile_args
;
4343 entry
->ps_args
= ps_compile_args
;
4344 entry
->constant_version
= 0;
4345 entry
->np2Fixup_info
= NULL
;
4346 /* Add the hash table entry */
4347 add_glsl_program_entry(priv
, entry
);
4349 /* Set the current program */
4350 priv
->glsl_program
= entry
;
4352 /* Attach GLSL vshader */
4355 GLhandleARB vshader_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, vshader
, &vs_compile_args
);
4356 WORD map
= vshader
->reg_maps
.input_registers
;
4359 reorder_shader_id
= generate_param_reorder_function(&priv
->shader_buffer
, vshader
, pshader
, gl_info
);
4360 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
4361 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
4362 checkGLcall("glAttachObjectARB");
4363 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4366 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
4368 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
4369 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
4370 checkGLcall("glAttachObjectARB");
4372 /* Bind vertex attributes to a corresponding index number to match
4373 * the same index numbers as ARB_vertex_programs (makes loading
4374 * vertex attributes simpler). With this method, we can use the
4375 * exact same code to load the attributes later for both ARB and
4378 * We have to do this here because we need to know the Program ID
4379 * in order to make the bindings work, and it has to be done prior
4380 * to linking the GLSL program. */
4381 for (i
= 0; map
; map
>>= 1, ++i
)
4383 if (!(map
& 1)) continue;
4385 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%u", i
);
4386 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
4388 checkGLcall("glBindAttribLocationARB");
4390 list_add_head(&vshader
->linked_programs
, &entry
->vshader_entry
);
4393 /* Attach GLSL pshader */
4396 GLhandleARB pshader_id
= find_glsl_pshader(context
, &priv
->shader_buffer
,
4397 pshader
, &ps_compile_args
, &entry
->np2Fixup_info
);
4398 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
4399 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
4400 checkGLcall("glAttachObjectARB");
4402 list_add_head(&pshader
->linked_programs
, &entry
->pshader_entry
);
4405 /* Link the program */
4406 TRACE("Linking GLSL shader program %u\n", programId
);
4407 GL_EXTCALL(glLinkProgramARB(programId
));
4408 shader_glsl_validate_link(gl_info
, programId
);
4410 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0,
4411 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_vs_float_constants
);
4412 for (i
= 0; i
< gl_info
->limits
.glsl_vs_float_constants
; ++i
)
4414 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
4415 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4417 for (i
= 0; i
< MAX_CONST_I
; ++i
)
4419 snprintf(glsl_name
, sizeof(glsl_name
), "VI[%i]", i
);
4420 entry
->vuniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4422 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0,
4423 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_ps_float_constants
);
4424 for (i
= 0; i
< gl_info
->limits
.glsl_ps_float_constants
; ++i
)
4426 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
4427 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4429 for (i
= 0; i
< MAX_CONST_I
; ++i
)
4431 snprintf(glsl_name
, sizeof(glsl_name
), "PI[%i]", i
);
4432 entry
->puniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4438 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
4439 sprintf(name
, "bumpenvmat%u", i
);
4440 entry
->bumpenvmat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4441 sprintf(name
, "luminancescale%u", i
);
4442 entry
->luminancescale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4443 sprintf(name
, "luminanceoffset%u", i
);
4444 entry
->luminanceoffset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4447 if (ps_compile_args
.np2_fixup
) {
4448 if (entry
->np2Fixup_info
) {
4449 entry
->np2Fixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "PsamplerNP2Fixup"));
4451 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4456 entry
->posFixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
4457 entry
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
4458 checkGLcall("Find glsl program uniform locations");
4460 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
4461 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
4463 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
4464 entry
->vertex_color_clamp
= GL_FALSE
;
4466 entry
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
4469 /* Set the shader to allow uniform loading on it */
4470 GL_EXTCALL(glUseProgramObjectARB(programId
));
4471 checkGLcall("glUseProgramObjectARB(programId)");
4473 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4474 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4475 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4476 * vertex shader with fixed function pixel processing is used we make sure that the card
4477 * supports enough samplers to allow the max number of vertex samplers with all possible
4478 * fixed function fragment processing setups. So once the program is linked these samplers
4481 if (vshader
) shader_glsl_load_vsamplers(gl_info
, device
->texUnitMap
, programId
);
4482 if (pshader
) shader_glsl_load_psamplers(gl_info
, device
->texUnitMap
, programId
);
4484 /* If the local constants do not have to be loaded with the environment constants,
4485 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4488 if (pshader
&& !pshader
->load_local_constsF
)
4489 hardcode_local_constants(pshader
, gl_info
, programId
, 'P');
4490 if (vshader
&& !vshader
->load_local_constsF
)
4491 hardcode_local_constants(vshader
, gl_info
, programId
, 'V');
4494 /* GL locking is done by the caller */
4495 static GLhandleARB
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
, BOOL masked
)
4497 GLhandleARB program_id
;
4498 GLhandleARB vshader_id
, pshader_id
;
4499 const char *blt_pshader
;
4501 static const char *blt_vshader
=
4505 " gl_Position = gl_Vertex;\n"
4506 " gl_FrontColor = vec4(1.0);\n"
4507 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4510 static const char * const blt_pshaders_full
[tex_type_count
] =
4516 "uniform sampler2D sampler;\n"
4519 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4525 "uniform samplerCube sampler;\n"
4528 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4532 "#extension GL_ARB_texture_rectangle : enable\n"
4533 "uniform sampler2DRect sampler;\n"
4536 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4540 static const char * const blt_pshaders_masked
[tex_type_count
] =
4546 "uniform sampler2D sampler;\n"
4547 "uniform vec4 mask;\n"
4550 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4551 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4557 "uniform samplerCube sampler;\n"
4558 "uniform vec4 mask;\n"
4561 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4562 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4566 "#extension GL_ARB_texture_rectangle : enable\n"
4567 "uniform sampler2DRect sampler;\n"
4568 "uniform vec4 mask;\n"
4571 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4572 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4576 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
4579 FIXME("tex_type %#x not supported\n", tex_type
);
4583 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4584 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
4586 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4587 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
4589 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
4590 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
4591 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
4592 GL_EXTCALL(glLinkProgramARB(program_id
));
4594 shader_glsl_validate_link(gl_info
, program_id
);
4596 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4599 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
4600 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
4604 /* GL locking is done by the caller */
4605 static void shader_glsl_select(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
)
4607 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4608 struct wined3d_device
*device
= context
->swapchain
->device
;
4609 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4610 GLhandleARB program_id
= 0;
4611 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
4613 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
4615 if (useVS
|| usePS
) set_glsl_shader_program(context
, device
, usePS
, useVS
);
4616 else priv
->glsl_program
= NULL
;
4618 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
4620 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
4622 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
4624 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
4625 checkGLcall("glClampColorARB");
4629 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4633 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
4634 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
4635 GL_EXTCALL(glUseProgramObjectARB(program_id
));
4636 checkGLcall("glUseProgramObjectARB");
4638 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4639 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4640 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4641 if (priv
->glsl_program
&& priv
->glsl_program
->np2Fixup_info
)
4643 shader_glsl_load_np2fixup_constants(priv
, gl_info
, &device
->stateBlock
->state
);
4647 /* GL locking is done by the caller */
4648 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
4649 enum tex_types tex_type
, const SIZE
*ds_mask_size
)
4651 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
4652 struct shader_glsl_priv
*priv
= shader_priv
;
4653 GLhandleARB
*blt_program
;
4656 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
4659 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
4660 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
4661 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
4662 GL_EXTCALL(glUniform1iARB(loc
, 0));
4666 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
4671 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "mask"));
4672 GL_EXTCALL(glUniform4fARB(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
4676 /* GL locking is done by the caller */
4677 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
4679 struct shader_glsl_priv
*priv
= shader_priv
;
4680 GLhandleARB program_id
;
4682 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
4683 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
4685 GL_EXTCALL(glUseProgramObjectARB(program_id
));
4686 checkGLcall("glUseProgramObjectARB");
4689 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
4691 struct wined3d_device
*device
= shader
->device
;
4692 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4693 const struct wined3d_gl_info
*gl_info
;
4694 const struct list
*linked_programs
;
4695 struct wined3d_context
*context
;
4697 char pshader
= shader_is_pshader_version(shader
->reg_maps
.shader_version
.type
);
4701 struct glsl_pshader_private
*shader_data
= shader
->backend_data
;
4703 if (!shader_data
|| !shader_data
->num_gl_shaders
)
4705 HeapFree(GetProcessHeap(), 0, shader_data
);
4706 shader
->backend_data
= NULL
;
4710 context
= context_acquire(device
, NULL
);
4711 gl_info
= context
->gl_info
;
4713 if (priv
->glsl_program
&& priv
->glsl_program
->pshader
== shader
)
4716 shader_glsl_select(context
, FALSE
, FALSE
);
4722 struct glsl_vshader_private
*shader_data
= shader
->backend_data
;
4724 if (!shader_data
|| !shader_data
->num_gl_shaders
)
4726 HeapFree(GetProcessHeap(), 0, shader_data
);
4727 shader
->backend_data
= NULL
;
4731 context
= context_acquire(device
, NULL
);
4732 gl_info
= context
->gl_info
;
4734 if (priv
->glsl_program
&& priv
->glsl_program
->vshader
== shader
)
4737 shader_glsl_select(context
, FALSE
, FALSE
);
4742 linked_programs
= &shader
->linked_programs
;
4744 TRACE("Deleting linked programs\n");
4745 if (linked_programs
->next
) {
4746 struct glsl_shader_prog_link
*entry
, *entry2
;
4750 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
4751 delete_glsl_program_entry(priv
, gl_info
, entry
);
4754 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
4755 delete_glsl_program_entry(priv
, gl_info
, entry
);
4763 struct glsl_pshader_private
*shader_data
= shader
->backend_data
;
4767 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4768 TRACE("deleting pshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4769 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4770 checkGLcall("glDeleteObjectARB");
4773 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4777 struct glsl_vshader_private
*shader_data
= shader
->backend_data
;
4781 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4782 TRACE("deleting vshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4783 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4784 checkGLcall("glDeleteObjectARB");
4787 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4790 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
4791 shader
->backend_data
= NULL
;
4793 context_release(context
);
4796 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
4798 const struct glsl_program_key
*k
= key
;
4799 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
4800 const struct glsl_shader_prog_link
, program_lookup_entry
);
4803 if (k
->vshader
> prog
->vshader
) return 1;
4804 else if (k
->vshader
< prog
->vshader
) return -1;
4806 if (k
->pshader
> prog
->pshader
) return 1;
4807 else if (k
->pshader
< prog
->pshader
) return -1;
4809 if (k
->vshader
&& (cmp
= memcmp(&k
->vs_args
, &prog
->vs_args
, sizeof(prog
->vs_args
)))) return cmp
;
4810 if (k
->pshader
&& (cmp
= memcmp(&k
->ps_args
, &prog
->ps_args
, sizeof(prog
->ps_args
)))) return cmp
;
4815 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
4817 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
) + constant_count
* sizeof(*heap
->positions
);
4818 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
4822 ERR("Failed to allocate memory\n");
4826 heap
->entries
= mem
;
4827 heap
->entries
[1].version
= 0;
4828 heap
->positions
= (unsigned int *)(heap
->entries
+ constant_count
+ 1);
4834 static void constant_heap_free(struct constant_heap
*heap
)
4836 HeapFree(GetProcessHeap(), 0, heap
->entries
);
4839 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
4844 glsl_program_key_compare
,
4847 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
)
4849 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4850 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
4851 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
4852 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
4854 if (!shader_buffer_init(&priv
->shader_buffer
))
4856 ERR("Failed to initialize shader buffer.\n");
4860 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
4863 ERR("Failed to allocate memory.\n");
4867 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
4869 ERR("Failed to initialize vertex shader constant heap\n");
4873 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
4875 ERR("Failed to initialize pixel shader constant heap\n");
4879 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
4881 ERR("Failed to initialize rbtree.\n");
4885 priv
->next_constant_version
= 1;
4887 device
->shader_priv
= priv
;
4891 constant_heap_free(&priv
->pconst_heap
);
4892 constant_heap_free(&priv
->vconst_heap
);
4893 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4894 shader_buffer_free(&priv
->shader_buffer
);
4895 HeapFree(GetProcessHeap(), 0, priv
);
4896 return E_OUTOFMEMORY
;
4899 /* Context activation is done by the caller. */
4900 static void shader_glsl_free(struct wined3d_device
*device
)
4902 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4903 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4907 for (i
= 0; i
< tex_type_count
; ++i
)
4909 if (priv
->depth_blt_program_full
[i
])
4911 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_full
[i
]));
4913 if (priv
->depth_blt_program_masked
[i
])
4915 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_masked
[i
]));
4920 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
4921 constant_heap_free(&priv
->pconst_heap
);
4922 constant_heap_free(&priv
->vconst_heap
);
4923 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4924 shader_buffer_free(&priv
->shader_buffer
);
4926 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
4927 device
->shader_priv
= NULL
;
4930 static BOOL
shader_glsl_dirty_const(void)
4932 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4936 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
4938 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
4939 * texldd and texldl instructions. */
4940 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
4942 caps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
4943 caps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
4947 caps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
4948 caps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
4951 caps
->MaxVertexShaderConst
= gl_info
->limits
.glsl_vs_float_constants
;
4952 caps
->MaxPixelShaderConst
= gl_info
->limits
.glsl_ps_float_constants
;
4954 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4955 * Direct3D minimum requirement.
4957 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4958 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4960 * The problem is that the refrast clamps temporary results in the shader to
4961 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4962 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4963 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4964 * offer a way to query this.
4966 caps
->PixelShader1xMaxValue
= 8.0;
4968 caps
->VSClipping
= TRUE
;
4970 TRACE_(d3d_caps
)("Hardware vertex shader version %u.%u enabled (GLSL).\n",
4971 (caps
->VertexShaderVersion
>> 8) & 0xff, caps
->VertexShaderVersion
& 0xff);
4972 TRACE_(d3d_caps
)("Hardware pixel shader version %u.%u enabled (GLSL).\n",
4973 (caps
->PixelShaderVersion
>> 8) & 0xff, caps
->PixelShaderVersion
& 0xff);
4976 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
4978 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4980 TRACE("Checking support for fixup:\n");
4981 dump_color_fixup_desc(fixup
);
4984 /* We support everything except YUV conversions. */
4985 if (!is_complex_fixup(fixup
))
4991 TRACE("[FAILED]\n");
4995 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4997 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
4998 /* WINED3DSIH_ADD */ shader_glsl_arith
,
4999 /* WINED3DSIH_AND */ NULL
,
5000 /* WINED3DSIH_BEM */ shader_glsl_bem
,
5001 /* WINED3DSIH_BREAK */ shader_glsl_break
,
5002 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
5003 /* WINED3DSIH_BREAKP */ NULL
,
5004 /* WINED3DSIH_CALL */ shader_glsl_call
,
5005 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
5006 /* WINED3DSIH_CMP */ shader_glsl_cmp
,
5007 /* WINED3DSIH_CND */ shader_glsl_cnd
,
5008 /* WINED3DSIH_CRS */ shader_glsl_cross
,
5009 /* WINED3DSIH_CUT */ NULL
,
5010 /* WINED3DSIH_DCL */ NULL
,
5011 /* WINED3DSIH_DEF */ NULL
,
5012 /* WINED3DSIH_DEFB */ NULL
,
5013 /* WINED3DSIH_DEFI */ NULL
,
5014 /* WINED3DSIH_DIV */ NULL
,
5015 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
5016 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
5017 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
5018 /* WINED3DSIH_DST */ shader_glsl_dst
,
5019 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
5020 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
5021 /* WINED3DSIH_ELSE */ shader_glsl_else
,
5022 /* WINED3DSIH_EMIT */ NULL
,
5023 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
5024 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
5025 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
5026 /* WINED3DSIH_EXP */ shader_glsl_map2gl
,
5027 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
5028 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
5029 /* WINED3DSIH_FTOI */ NULL
,
5030 /* WINED3DSIH_IADD */ NULL
,
5031 /* WINED3DSIH_IEQ */ NULL
,
5032 /* WINED3DSIH_IF */ shader_glsl_if
,
5033 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
5034 /* WINED3DSIH_IGE */ NULL
,
5035 /* WINED3DSIH_IMUL */ NULL
,
5036 /* WINED3DSIH_ITOF */ NULL
,
5037 /* WINED3DSIH_LABEL */ shader_glsl_label
,
5038 /* WINED3DSIH_LD */ NULL
,
5039 /* WINED3DSIH_LIT */ shader_glsl_lit
,
5040 /* WINED3DSIH_LOG */ shader_glsl_log
,
5041 /* WINED3DSIH_LOGP */ shader_glsl_log
,
5042 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
5043 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
5044 /* WINED3DSIH_LT */ NULL
,
5045 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
5046 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
5047 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
5048 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
5049 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
5050 /* WINED3DSIH_MAD */ shader_glsl_mad
,
5051 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
5052 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
5053 /* WINED3DSIH_MOV */ shader_glsl_mov
,
5054 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
5055 /* WINED3DSIH_MOVC */ NULL
,
5056 /* WINED3DSIH_MUL */ shader_glsl_arith
,
5057 /* WINED3DSIH_NOP */ NULL
,
5058 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
5059 /* WINED3DSIH_PHASE */ NULL
,
5060 /* WINED3DSIH_POW */ shader_glsl_pow
,
5061 /* WINED3DSIH_RCP */ shader_glsl_rcp
,
5062 /* WINED3DSIH_REP */ shader_glsl_rep
,
5063 /* WINED3DSIH_RET */ shader_glsl_ret
,
5064 /* WINED3DSIH_RSQ */ shader_glsl_rsq
,
5065 /* WINED3DSIH_SAMPLE */ NULL
,
5066 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
5067 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
5068 /* WINED3DSIH_SETP */ NULL
,
5069 /* WINED3DSIH_SGE */ shader_glsl_compare
,
5070 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
5071 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
5072 /* WINED3DSIH_SLT */ shader_glsl_compare
,
5073 /* WINED3DSIH_SQRT */ NULL
,
5074 /* WINED3DSIH_SUB */ shader_glsl_arith
,
5075 /* WINED3DSIH_TEX */ shader_glsl_tex
,
5076 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
5077 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
5078 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
5079 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
5080 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
5081 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
5082 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
5083 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
5084 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
5085 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
5086 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
5087 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
5088 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
5089 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
5090 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
5091 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
5092 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
5093 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
5094 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
5095 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
5096 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
5097 /* WINED3DSIH_UTOF */ NULL
,
5100 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
5101 SHADER_HANDLER hw_fct
;
5103 /* Select handler */
5104 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
5106 /* Unhandled opcode */
5109 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
5114 shader_glsl_add_instruction_modifiers(ins
);
5117 const struct wined3d_shader_backend_ops glsl_shader_backend
=
5119 shader_glsl_handle_instruction
,
5121 shader_glsl_select_depth_blt
,
5122 shader_glsl_deselect_depth_blt
,
5123 shader_glsl_update_float_vertex_constants
,
5124 shader_glsl_update_float_pixel_constants
,
5125 shader_glsl_load_constants
,
5126 shader_glsl_load_np2fixup_constants
,
5127 shader_glsl_destroy
,
5130 shader_glsl_dirty_const
,
5131 shader_glsl_get_caps
,
5132 shader_glsl_color_fixup_supported
,